DocumentCode :
3603387
Title :
Play Request Dispatching for Efficient Virtual Machine Usage in Cloud Gaming
Author :
Yusen Li ; Xueyan Tang ; Wentong Cai
Author_Institution :
Sch. of Comput. Eng., Nanyang Technol. Univ., Singapore, Singapore
Volume :
25
Issue :
12
fYear :
2015
Firstpage :
2052
Lastpage :
2063
Abstract :
Cloud gaming is becoming increasingly popular. The basic idea of cloud gaming is to run games on cloud servers and let players interact with games through thin clients. As the player population grows, the cloud gaming service provider needs to maintain a large number of cloud servers for running the game instances requested by the players. A primary concern of the cloud gaming service provider is the total running cost of the cloud servers. In this paper, we study the problem of how to dispatch the play requests to the cloud servers in a cloud gaming system. We show that the dispatching strategy of play requests may heavily affect the total service cost of the cloud gaming system. The play request dispatching problem can be considered as a variant of the dynamic bin packing problem. However, we show that the classical bin packing algorithms such as First Fit (FF) and Best Fit (BF) are not efficient in terms of resource usage in cloud gaming due to the diurnal workload pattern of online games. To address this issue, we propose an efficient request dispatching algorithm that assigns play requests according to the predicted ending times of game sessions. We also assess several classes of prediction algorithms and select a neural-network-based algorithm to predict the ending times of game sessions. We conduct extensive evaluations of the proposed algorithms using real traces from different types of online games. The experimental results show that the proposed dispatching algorithm with neural-network-based prediction can reduce the resource waste of the cloud servers and thus decrease the total service cost compared to the FF and BF algorithms. The reduction in the resource waste is particularly significant for match-based games such as Defense of the Ancient and World of Tank.
Keywords :
bin packing; cloud computing; computer games; neural nets; prediction theory; resource allocation; virtual machines; cloud gaming service provider; cloud gaming system; cloud server; diurnal workload pattern; dynamic bin packing problem; neural network-based prediction algorithm; online game; play request dispatching; play request dispatching strategy; resource waste reduction; total service cost; virtual machine usage; Cloud computing; Dispatching; Games; Prediction algorithms; Servers; Streaming media; Virtual machining; Bin packing; bin packing; cloud gaming; play request dispatching; service cost;
fLanguage :
English
Journal_Title :
Circuits and Systems for Video Technology, IEEE Transactions on
Publisher :
ieee
ISSN :
1051-8215
Type :
jour
DOI :
10.1109/TCSVT.2015.2450152
Filename :
7137661
Link To Document :
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