Allocation for MMORPG Players in Cloud Gaming Iryanto Jaya - - PowerPoint PPT Presentation

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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


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Rendering Server Allocation for MMORPG Players in Cloud Gaming

Iryanto Jaya (Nanyang Technological University) Wentong Cai (Nanyang Technological University) Yusen Li (Nankai University)

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Agenda

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Background Problem Definition Proposed Solutions Experiments Conclusions and Future Works

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Motivations

  • Multiplayer cloud gaming
  • Reducing the cost for cloud gaming service providers

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Executive Summary

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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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Related Works

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Cloud gaming Quality of Experience (QoE) Resource allocation Multiview Rendering

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Resource Allocation

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RS AND PLAYER ALLOCATIONS NP-HARD MULTIPLE TIME INSTANCES OFFLINE VS. ONLINE PROBLEM

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Multiview Rendering

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Left eye Right eye

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Challenges & Contributions

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Multiview rendering in cloud gaming Dependency between players allocated to one RS Optimization

  • ver multiple

time instances

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Conventional Cloud Gaming Architecture

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Key Rationale for Architecture Design

  • Make use of common information from players in the same virtual map
  • Split the rendering process into two parts: view dependent and view independent
  • The game server consists of a central game server to maintain non-visual information

(database, login information, etc.) while map servers maintain the game scenes

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Proposed Cloud Gaming Architecture

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Problem Definition

Optimization problem Objective:

  • Minimize server cost

Constraints:

  • Server capacity
  • Latency

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Detailed Problem Formulation

Minimize ෍

𝑒

෍

𝑠

𝑨𝑠

𝑒Cost𝑠

Subject to: βˆ€π‘’, βˆ€π‘ž ∈ 𝐽𝑒, ෍

𝑠

π‘¦π‘ž, 𝑠 = 1 βˆ€π‘’, βˆ€π‘ , ෍

π‘žβˆˆπ½π‘’

π‘¦π‘ž,π‘ π‘‘Ξ“π‘ž + ෍

𝑛

𝑧𝑠, 𝑛

𝑒

𝑑𝑛

β€² ≀ 𝐷𝑠

βˆ€π‘’, βˆ€π‘ , ෍

π‘žβˆˆπ½π‘’

π‘¦π‘ž,π‘ π‘•Ξ“π‘ž ≀ 𝐻𝑠 βˆ€π‘’, βˆ€π‘ž ∈ 𝐽𝑒, ෍

𝑠

π‘¦π‘ž, 𝑠 π‘šπ‘ž, 𝑠 + π‘šπ‘ , Ξ“π‘ž ≀ 𝑀

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CPU capacity GPU capacity Latency Assignment Objective Constraints

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Challenges

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Trade off between constraints Resource allocation is NP-hard Cannot derive a simple algorithm from the problem formulation

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Online Heuristics

Obtain the list of eligible RSes from currently active RSes, if there is none, obtain the list from inactive-RSes

  • Lowest price (LP)

Select the lowest priced RS

  • Lowest waste resource (LWR)

Waste resource = Capacity – current workload Best fit

  • Highest workload share (HWS)

Prioritize possible workload sharing, then use LP to break ties

  • Lowest waste price (LWP)

Waste price = Waste resource / RS cost

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Offline Algorithms

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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

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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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Experiments

  • 500+ PlanetLab player nodes
  • Amazon EC2 & Microsoft Azure to host MSes and

RSes

  • Poisson distribution player arrival
  • Exponential distribution playing duration

Assumptions:

  • The number of servers, maps and players are fixed
  • The latency between involved nodes never change
  • Each player will be allocated to an RS (no rejection)

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Default Experiment Parameters

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Online Heuristics Performance

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Online Heuristics Performance

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Comparison with Traditional Cloud Gaming

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Offline Algorithms Comparison

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Conclusions and Future Works

Conclusions:

  • MMORPG cloud gaming architecture with multiview rendering
  • Rendering workload sharing reduces overall cost
  • Increasing player arrival frequency widens the gap between the costs from online and offline

approaches Future works:

  • Player rejections
  • Edge server involvement
  • Future request predictions

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Q&A

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