2018
DOI: 10.1109/tmm.2017.2760621
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The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming

Abstract: Advances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. With MCG, a game server and a set of rendering servers for the players need to be located and launched in the clouds for each game session. We formulate an MCG server allocation problem with the objective of minimizing the total server rental and band… Show more

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Cited by 48 publications
(24 citation statements)
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“…In fact, the considered use cases relies on one VM (or container) per user, as it usually happens in mobile (cloud) gaming [46]. In the case of online multi-player gaming, a single virtualized instance (container or VM) is deployed for rendering per user at the edge [47]. Thus, the fundamental observations from our experiments still hold.…”
Section: B Experimental Resultsmentioning
confidence: 82%
“…In fact, the considered use cases relies on one VM (or container) per user, as it usually happens in mobile (cloud) gaming [46]. In the case of online multi-player gaming, a single virtualized instance (container or VM) is deployed for rendering per user at the edge [47]. Thus, the fundamental observations from our experiments still hold.…”
Section: B Experimental Resultsmentioning
confidence: 82%
“…For example, WFA was used by Onlive for game placement [60]. Also, the concept of the BFA, FFA, and NFA employed in other cloud gaming studies [21], [38], [40]. In this part of the experiments, we employ a new frame rate set, i.e., F2 = {30, 45, 60, 90, 120}, which includes some higher and realistic frame rates for today's games.…”
Section: Experiments and Resultsmentioning
confidence: 99%
“…The results show that compared to Random Assignment and Nearest Assignment, considering wastage is helpful to achieve cost-effectiveness. Authors of [38] formulate the MCG Problem by considering the latency between the client, game server, rendering server, and the datacenter and then present several heuristics to address the server allocation problem for MCG. To solve these NP-Hard problems, they introduce a combination of price and wastage-based assignment algorithms with a greedy hill-climbing approach, called Lowest-Amortized-Cost, to take into account three parameters: server cost, bandwidth cost, and capacity wastage.…”
Section: B Related Workmentioning
confidence: 99%
“…Extensively studies have been conducted to optimize cloud gaming services, including graphical rendering [9], edge allocation [8], bandwidth allocation [21], server resource management [11], and dynamic streaming [22]. In contrast, few researchers investigated novel cloud gaming pricing strategies, which adopt playing time as their pricing criteria.…”
Section: Introductionmentioning
confidence: 99%