TY - GEN
T1 - An efficient hybrid P2P MMOG cloud architecture for dynamic load management
AU - Wang, Ginhung
AU - Wang, Kuo-Chen
PY - 2012
Y1 - 2012
N2 - In recent years, massively multiplayer online games (MMOGs) become more and more popular. To increase flexibility of resource allocation, MMOGs can be integrated with cloud computing. In an MMOG cloud environment, virtual machines (VMs) in game servers are allocated to serve players, instead of game servers. A game world is divided into several game regions. Each game region is serviced by at least one VM. In addition, peer-to-peer (P2P) cloud computing has the features of high computation power, scalability, reliability and efficient information sharing of servers. In this paper, we propose a hybrid P2P cloud architecture for MMOGs which includes two-level load management, multi-threshold load management for each game server and load management among game servers. It is suitable for players to interact with P2P cloud servers and it avoids bottlenecks of the current multi-server MMOG architecture. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the average response time by 20.6% compared to the multi-server architecture under medium to high load through flexible allocation of resources (virtual machines). The proposed architecture can also support 10.31% more players under no deadline (300 ms) miss compared to the multi-server architecture.
AB - In recent years, massively multiplayer online games (MMOGs) become more and more popular. To increase flexibility of resource allocation, MMOGs can be integrated with cloud computing. In an MMOG cloud environment, virtual machines (VMs) in game servers are allocated to serve players, instead of game servers. A game world is divided into several game regions. Each game region is serviced by at least one VM. In addition, peer-to-peer (P2P) cloud computing has the features of high computation power, scalability, reliability and efficient information sharing of servers. In this paper, we propose a hybrid P2P cloud architecture for MMOGs which includes two-level load management, multi-threshold load management for each game server and load management among game servers. It is suitable for players to interact with P2P cloud servers and it avoids bottlenecks of the current multi-server MMOG architecture. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the average response time by 20.6% compared to the multi-server architecture under medium to high load through flexible allocation of resources (virtual machines). The proposed architecture can also support 10.31% more players under no deadline (300 ms) miss compared to the multi-server architecture.
KW - Cloud computing
KW - Load management
KW - Massively multiplayer online game
KW - Peer-to-peer
KW - Resource allocation
UR - http://www.scopus.com/inward/record.url?scp=84860661424&partnerID=8YFLogxK
U2 - 10.1109/ICOIN.2012.6164377
DO - 10.1109/ICOIN.2012.6164377
M3 - Conference contribution
AN - SCOPUS:84860661424
SN - 9781467302517
T3 - International Conference on Information Networking
SP - 199
EP - 204
BT - International Conference on Information Networking 2012, ICOIN 2012 - Conference Program
T2 - 26th International Conference on Information Networking 2012, ICOIN 2012
Y2 - 1 February 2012 through 3 February 2012
ER -