• DocumentCode
    3603387
  • Title

    Play Request Dispatching for Efficient Virtual Machine Usage in Cloud Gaming

  • Author

    Yusen Li ; Xueyan Tang ; Wentong Cai

  • Author_Institution
    Sch. of Comput. Eng., Nanyang Technol. Univ., Singapore, Singapore
  • Volume
    25
  • Issue
    12
  • fYear
    2015
  • Firstpage
    2052
  • Lastpage
    2063
  • Abstract
    Cloud gaming is becoming increasingly popular. The basic idea of cloud gaming is to run games on cloud servers and let players interact with games through thin clients. As the player population grows, the cloud gaming service provider needs to maintain a large number of cloud servers for running the game instances requested by the players. A primary concern of the cloud gaming service provider is the total running cost of the cloud servers. In this paper, we study the problem of how to dispatch the play requests to the cloud servers in a cloud gaming system. We show that the dispatching strategy of play requests may heavily affect the total service cost of the cloud gaming system. The play request dispatching problem can be considered as a variant of the dynamic bin packing problem. However, we show that the classical bin packing algorithms such as First Fit (FF) and Best Fit (BF) are not efficient in terms of resource usage in cloud gaming due to the diurnal workload pattern of online games. To address this issue, we propose an efficient request dispatching algorithm that assigns play requests according to the predicted ending times of game sessions. We also assess several classes of prediction algorithms and select a neural-network-based algorithm to predict the ending times of game sessions. We conduct extensive evaluations of the proposed algorithms using real traces from different types of online games. The experimental results show that the proposed dispatching algorithm with neural-network-based prediction can reduce the resource waste of the cloud servers and thus decrease the total service cost compared to the FF and BF algorithms. The reduction in the resource waste is particularly significant for match-based games such as Defense of the Ancient and World of Tank.
  • Keywords
    bin packing; cloud computing; computer games; neural nets; prediction theory; resource allocation; virtual machines; cloud gaming service provider; cloud gaming system; cloud server; diurnal workload pattern; dynamic bin packing problem; neural network-based prediction algorithm; online game; play request dispatching; play request dispatching strategy; resource waste reduction; total service cost; virtual machine usage; Cloud computing; Dispatching; Games; Prediction algorithms; Servers; Streaming media; Virtual machining; Bin packing; bin packing; cloud gaming; play request dispatching; service cost;
  • fLanguage
    English
  • Journal_Title
    Circuits and Systems for Video Technology, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1051-8215
  • Type

    jour

  • DOI
    10.1109/TCSVT.2015.2450152
  • Filename
    7137661