Autonomous massively multiplayer online game operation on unreliable resources

Vlad Nae, Lukas Köpfle, Radu Prodan, Alexandru Iosup

Research output: Chapter in Book / Report / Conference proceedingConference contributionAcademicpeer-review

Abstract

Massively Multiplayer Online Games (MMOGs) are a new type of large-scale distributed applications characterised by seamless virtual worlds in which millions of world-wide players act and interact in real-time. Although for the past decade the number of MMOG players has grown exponentially, to the current tens of millions, this very growth may now hamper the progress of this important branch of the entertainment business. To guarantee Quality of Service (QoS) to a highly variable number of concurrent users, operators statically over-provision a large infrastructure capable of sustaining the game peak load, even though a large portion of the resources is unused most of the time. To address this problem, we propose a Cloud middleware-based system for autonomous operation of MMOGs. Our system provisions resources on-demand from multiple Cloud providers, automatically distributes the MMOG load between these resources, and self-heals when confronted with unforeseen resource failures. This new operational model allows small and medium enterprises to join the competitive MMOG market through near-zero initial infrastructure investment and operate MMOGs at given levels of QoS with small human intervention. We evaluate through simulations based on real-life MMOG traces the impact of resource availability on the QoS offered to the MMOG clients. We find that: (1) our proposed MMOG operation system can mitigate the negative effects of resource failures in under four minutes, (2) MMOG server consolidation in a resource-scarce environment can accentuate the negative effects of resource failures, and (3) the competition for resources can indirectly affect the QoS of the MMOG sessions. © 2013 ACM.
Original languageEnglish
Title of host publicationProceedings of the International C* Conference on Computer Science Software Engineering, C3S2E13, Porto, Portugal - July 10 - 12, 2013
Pages95-103
Number of pages9
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event6th International C* Conference on Computer Science and Software Engineering, C3S2E 2013 - Porto, Portugal
Duration: 10 Jul 201312 Jul 2013

Conference

Conference6th International C* Conference on Computer Science and Software Engineering, C3S2E 2013
Country/TerritoryPortugal
CityPorto
Period10/07/1312/07/13

Keywords

  • autonomic cloud computing
  • massively multiplayer online games (MMOG)
  • quality of service
  • QoS
  • reliability

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