Locality Aware Dynamic Load Management for Massively Multiplayer Games PowerPoint PPT Presentation

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Title: Locality Aware Dynamic Load Management for Massively Multiplayer Games


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Locality Aware Dynamic Load Management for
Massively Multiplayer Games
  • Jin Chen, Baohua Wu, Margaret Delap,
  • Bjorn Knutson, Honghui Lu and Cristina Amza

presented by Sagnik Nandy
2
Basic Idea
  • How to schedule game regions across multiple
    servers in a massively parallel multiplayer game
    environment?

3
Overview
  • Problem Description
  • Existing Techniques
  • Suggested Solution
  • Experimental Results
  • Conclusion

4
Overview
  • Problem Description
  • Existing Techniques
  • Suggested Solution
  • Experimental Results
  • Conclusion

5
Problem Description
  • How do you map various regions of a multiplayer
    game across different servers?

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Issue 1 - Locality
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Issue 1 - Locality
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Issue 2 Load balancing
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Problem Statement
  • Balance server load by replicating existing game
    world partitions across several servers
  • Decrease inter-server communication by
    maintaining locality of adjacent regions

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Overview
  • Problem Description
  • Existing Techniques
  • Suggested Solution
  • Experimental Results
  • Conclusion

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Existing Solutions
  • Built-in load balancing in the game concept (e.g.
    countries, airports etc.)
  • Static Partitioning row based, column based,
    cyclic, etc.
  • Dynamic Uniform Load Spread (Spread)
  • Tries to minimize the difference between most and
    least loaded nodes
  • Doesnt consider locality

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Existing Solutions (contd.)
  • Dynamic Load Shedding to Lightest Loaded Node
    (Lightest)
  • Choose loaded server and shed load to system-wide
    lightest loaded node
  • Locality is not an objective (but can get
    maintained)

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Suggested Solution (Locality Aware Dynamic Load
Management)
  • SLA violation
  • 90 users exceed update interval
  • Overload threshold
  • load ( users) for which violation happens
  • Safe load threshold
  • max load for which all users meet SLA
  • Light load
  • 2safe_load over_load

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Objectives
  • Meet SLA ( load balancing)
  • Happy users
  • Maintain locality of game regions
  • Reduce transition time
  • Minimize of region migrations
  • Reduce inter-server communication

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Overview
  • Problem Description
  • Existing Techniques
  • Suggested Solution
  • Experimental Results
  • Conclusion

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Suggested Approach
  • Load shedding algorithm
  • How to distributed load and meet SLA requirements
  • Load aggregation algorithm
  • Help restore locality
  • Help in future load shedding

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Load Shedding Algorithm
  • If load gt over_load
  • While load gt over_load
  • Find lightest (neighbor lt safety_load) and shed
    load
  • If no neighbor exists then do this globally
    across system

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Shed Load
  • How to choose a component to shed?
  • Given a neighbor Sj
  • Choose a boundary node for Sj
  • With node as root
  • Find strongly connected cluster using BFS as long
    cluster weight within bounds

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Load Aggregation
  • Reasons
  • Load can be shed to remote server
  • Load can be shed across multiple neighbors
  • Tries to reduce number of boundaries
  • For each neighbor of Si
  • Find partition such that new_load lt safe_load
  • Transfer cluster if boundaries reduce

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Overview
  • Problem Description
  • Existing Techniques
  • Suggested Solution
  • Experimental Results
  • Conclusion

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Experiments
  • First did single server and a smaller cluster
    based experiment
  • Used results to simulate more comprehensive
    system
  • Simulated for CPU and network usage
  • Simulated for a LAN and WAN setting

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Real Experiments (single server)
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Real Experiments (multiple server)
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Simulation results (LAN)
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Simulation results (WAN)
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Conclusions
  • The paper introduces the issue of locality into
    scheduling
  • Dynamic scheduling is better than static
    scheduling
  • Locality is more important as the network spreads
    out (curious to know effect on Internet scale
    games)
  • Aggregation didnt help much
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