Redesigning architectre to support massively multiplayer online games - PowerPoint PPT Presentation

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Redesigning architectre to support massively multiplayer online games

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Title: Redesigning architectre to support massively multiplayer online games Author: nimesh subramanian Last modified by: nimesh subramanian Created Date – PowerPoint PPT presentation

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Title: Redesigning architectre to support massively multiplayer online games


1
Redesigning architectre to support massively
multiplayer online games
  • Nimesh Subramanian
  • CMSC601

2
MMOG
  • Massively multiplayer online game (MMOG).
  • It is estimated that 55 of internet users play
    multiplayer online games.
  • The online gaming industry alone is valued at 7
    billion USD.
  • The most famous example is World of Warcraft.

3
Current Problem
  • Each game in the cloud has its own dedicated
    hardware, thus leading to overprovisioning of
    resources.
  • Even if the company has multiple games it will
    employ dedicated hardware for each of those
    games.
  • A common problem in the online gaming industry is
    the sharded design architecture that is currently
    being employed.
  • This sharded principle will worsen the over
    provisioning phenomenon
  • Another problem to be considered is Network
    latency must be low enough to have a decent
    gameplay experience.

4
Solution
  • Using the Spatial-locality property of the
    player.
  • Using spatial locality property,three categories
    can be formed
  • Area of interest
  • Zone of interest
  • Realm of interest
  • Each of these will have a set of players
    associated with them.
  • P2P connections can be formed within each set.
  • Propagation of events can be based on priority.

5
Dynamic Server Consolidation
  • When a particular zone reaches a certain
    threshold value, we can split the zone further to
    maintain the Quality-of-Service (QoS).
  • If the zone is sparsely polulated, we can combine
    the zones.
  • Reducing the number of players in a zone reduces
    the number of events to be propagated.
  • Each zone can be hosted in a separate VM. When
    its time to combine or split the zones meta-data
    can be passed.

6
Analysis
  • Server consolidation-
  • Bin-packing algorithm

7
Disadvantages
  • Internet connection
  • One of the main issue with cloud gaming.
  • If connection becomes congested or there is a
    packet loss, frame rate will drop resulting in
    degradation of game play
  • Under perfomance
  • Your system might be able to give better
    resolution than what your getting from the cloud
    servers

8
Advantages
  • Click and play
  • Constant Upgrades
  • Improving a game console is impossible, and
    upgrading your PC is expensive and time
    consuming.
  • Reduces the investment needed.
  • Reduces the power consumption.

9
Related work
  • Peer_at_play
  • Suselbeck, R. Schiele, G. Becker, C.
    ,Peer-to-peer support for low-latency Massively
    Multiplayer Online Games in the cloud
  • Nae, V. Prodan, R. Fahringer, T.
    ,"Cost-efficient hosting and load balancing of
    Massively Multiplayer Online Games
  • Yeng-Ting Lee Kuan-Ta Chen, "Is Server
    Consolidation Benecial to MMORPG? A Case Study of
    World of Warcraft"

10
Discussion
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