2015
DOI: 10.1007/s12083-015-0383-6
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Operation analysis of massively multiplayer online games on unreliable resources

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Cited by 9 publications
(10 citation statements)
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References 29 publications
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“…The open-source software R 3.5.1 with packages ''Matching'' version 4.9-3 was used in the propensity score matching process. 8,9 After assessing balance, the matched cohort was exported for use with SPSS Statistics Version 25.0 (Armonk, NY) for further statistical analysis. Evaluation of differences in outcomes between the two groups after matching was done by using paired tests: 10…”
Section: Discussionmentioning
confidence: 99%
“…The open-source software R 3.5.1 with packages ''Matching'' version 4.9-3 was used in the propensity score matching process. 8,9 After assessing balance, the matched cohort was exported for use with SPSS Statistics Version 25.0 (Armonk, NY) for further statistical analysis. Evaluation of differences in outcomes between the two groups after matching was done by using paired tests: 10…”
Section: Discussionmentioning
confidence: 99%
“…It is also characterized by its real time requirements to ensure an immersive game-play experience. Unfortunately, as the number of connected subscribers increases, the resource load generated by a game server may induce a degradation of game-play experience making the game unplayable to players who eventually quit [18]. Typically, to ensure the QoS requirements of its widely distributed subscribers at all times, MMOG operators maintain a rigid multi-server distributed infrastructure with -oftenover-provisioned computational and network capabilities.…”
Section: A Overviewmentioning
confidence: 99%
“…Such design increases operational costs due to potential resource under-utilization and/or capacity shortages caused by sudden peaks in demands [19]. Alternatively, cloud based MMOG has been increasingly advocated to solve some of these issues [18]. Also, in order to serve several concurrent players into a unique game session, a current practice is to parallelize the game server code and distribute the load across multiple resources, through techniques such as zoning, in which the game world is geographically partitioned into disjoint zones that can be assigned to different autonomous computing resources [18].…”
Section: A Overviewmentioning
confidence: 99%
“…As to the second category algorithms, Prodan and Iosup proposed a modern MMOG ecosystem including end users, game providers, game operators, and cloud resource providers, for hosting MMOGs in cloud environments automatically. They developed an MMOG simulator that emulates the behavior of the four agents by applying traces collected from a real‐life MMOG.…”
Section: Related Workmentioning
confidence: 99%