Nowadays, with the development of communication systems, massively multiplayer online games (MMOGs) have become very popular. In these games, the players all over the world dynamically interact with each other by sending play actions such as shootings, movements, or chatting in the form of MMOG sessions in real time through a large-scale distributed environment. Leveraging affordable cloud computing to host such services is a widely investigated issue. It is because the arrival rate of players to the game environment has to make fluctuations, and the players expect services to be always available with an acceptable quality of service (QoS), especially in terms of the response time. Therefore, the dynamic provisioning of resources in order to deal with fluctuating demands due to variability in the arrival rate of players of the MMOG services is highly recommended. In this paper, we propose a learning-based resource provisioning approach for MMOG services that is based on the combination of the autonomic computing paradigm and learning automata (LA). The remarkable performance of the proposed approach in terms of response time, cost, and allocated virtual machines (VMs) is assessed through simulation and comparison with the existing approaches.