Rendering Server Allocation for MMORPG Players in Cloud Gaming
Iryanto Jaya (Nanyang Technological University) Wentong Cai (Nanyang Technological University) Yusen Li (Nankai University)
Allocation for MMORPG Players in Cloud Gaming Iryanto Jaya - - PowerPoint PPT Presentation
Rendering Server Allocation for MMORPG Players in Cloud Gaming Iryanto Jaya (Nanyang Technological University) Wentong Cai (Nanyang Technological University) Yusen Li (Nankai University) Background Problem Definition Agenda Proposed
Iryanto Jaya (Nanyang Technological University) Wentong Cai (Nanyang Technological University) Yusen Li (Nankai University)
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Background Problem Definition Proposed Solutions Experiments Conclusions and Future Works
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Problem Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource capacity is the most limiting factor in the allocation Key idea Use rendering workload sharing to reduce resource usage Results Workload sharing reduces cost of RSes
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Cloud gaming Quality of Experience (QoE) Resource allocation Multiview Rendering
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RS AND PLAYER ALLOCATIONS NP-HARD MULTIPLE TIME INSTANCES OFFLINE VS. ONLINE PROBLEM
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Left eye Right eye
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Multiview rendering in cloud gaming Dependency between players allocated to one RS Optimization
time instances
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(database, login information, etc.) while map servers maintain the game scenes
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Proposed Cloud Gaming Architecture
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Optimization problem Objective:
Constraints:
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Minimize ΰ·
π’
ΰ·
π
π¨π
π’Costπ
Subject to: βπ’, βπ β π½π’, ΰ·
π
π¦π, π = 1 βπ’, βπ , ΰ·
πβπ½π’
π¦π,π πΞπ + ΰ·
π
π§π , π
π’
ππ
β² β€ π·π
βπ’, βπ , ΰ·
πβπ½π’
π¦π,π πΞπ β€ π»π βπ’, βπ β π½π’, ΰ·
π
π¦π, π ππ, π + ππ , Ξπ β€ π
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CPU capacity GPU capacity Latency Assignment Objective Constraints
Challenges
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Trade off between constraints Resource allocation is NP-hard Cannot derive a simple algorithm from the problem formulation
Obtain the list of eligible RSes from currently active RSes, if there is none, obtain the list from inactive-RSes
Select the lowest priced RS
Waste resource = Capacity β current workload Best fit
Prioritize possible workload sharing, then use LP to break ties
Waste price = Waste resource / RS cost
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LOCAL SEARCH (LS)
GET AN INITIAL SOLUTION, THEN USE LOCAL SEARCH TO OPTIMIZE THE COST
LOWER BOUND (LB)
AN OPTIMAL SOLUTION DERIVED USING A MATHEMATICAL SOLVER
Local Search Algorithm
Aim: to empty RSes with low utilization 1. Gets the first solution 2. Sort the RSes with increasing number of players 3. Move each player from lower index RS to higher index RS if possible 4. Stop when there is no possible move
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RSes
Assumptions:
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Conclusions:
approaches Future works:
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