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Load dynamics of a multiplayer online battle arena and simulative assessment of edge server placements

Published: 10 May 2016 Publication History

Abstract

Free-to-play models, streaming of games and eSports are reasons for online gaming to grow in popularity recently. On the forefront are multiplayer online battle arenas, which gain high popularity by introducing a competitive format that is easy to access and requires cooperation and team play. These games highly rely on fast reaction of the players, which makes latency the key performance indicator of such applications. To obtain low latency, this paper proposes moving game servers close to players towards the edge of the network. The performance of such mechanism highly depends on the geographic distribution of players. By analyzing match histories and statistics, we develop models for the arrival process and location of game requests. This allows us to evaluate the performance of edge server resource migration policies in an event based simulation. Our results show that a high number of edge servers is preferable compared to few larger edge servers to reduce the latency of players. This supports approaches that allow deploying virtual server instances in the back-haul.

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Cited By

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  • (2022)Athlos: A Framework for Developing Scalable MMOG Backends on Commodity CloudsSoftware10.3390/software10100061:1(107-145)Online publication date: 7-Mar-2022
  • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: Nov-2023
  • (2021)Evaluating Urban Network Activity Hotspots through Granular Cluster Analysis of Spatio-Temporal Data2021 17th International Conference on Network and Service Management (CNSM)10.23919/CNSM52442.2021.9615584(417-421)Online publication date: 25-Oct-2021
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Published In

cover image ACM Conferences
MMSys '16: Proceedings of the 7th International Conference on Multimedia Systems
May 2016
420 pages
ISBN:9781450342971
DOI:10.1145/2910017
  • General Chair:
  • Christian Timmerer
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 May 2016

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Author Tags

  1. cloud computing
  2. load dynamics
  3. online gaming
  4. resource allocation

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  • Research-article

Funding Sources

  • H2020

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MMSys'16
Sponsor:
MMSys'16: Multimedia Systems Conference 2016
May 10 - 13, 2016
Klagenfurt, Austria

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MMSys '16 Paper Acceptance Rate 20 of 71 submissions, 28%;
Overall Acceptance Rate 176 of 530 submissions, 33%

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Cited By

View all
  • (2022)Athlos: A Framework for Developing Scalable MMOG Backends on Commodity CloudsSoftware10.3390/software10100061:1(107-145)Online publication date: 7-Mar-2022
  • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: Nov-2023
  • (2021)Evaluating Urban Network Activity Hotspots through Granular Cluster Analysis of Spatio-Temporal Data2021 17th International Conference on Network and Service Management (CNSM)10.23919/CNSM52442.2021.9615584(417-421)Online publication date: 25-Oct-2021
  • (2020)The WTFast’s Gamers Private Network (GPN ®) Performance Evaluation Results2020 IEEE International Systems Conference (SysCon)10.1109/SysCon47679.2020.9275855(1-6)Online publication date: 24-Aug-2020
  • (2020)Machine Learning Prediction of Gamer’s Private Networks (GPN®S)Proceedings of the Future Technologies Conference (FTC) 2020, Volume 210.1007/978-3-030-63089-8_7(107-123)Online publication date: 1-Nov-2020
  • (2020)Multiplayer Game Backends: A Comparison of Commodity Cloud-Based ApproachesService-Oriented and Cloud Computing10.1007/978-3-030-44769-4_4(41-55)Online publication date: 27-Mar-2020
  • (2019)A Systematic Mapping Study of MMOG Backend ArchitecturesInformation10.3390/info1009026410:9(264)Online publication date: 21-Aug-2019
  • (2018)Evaluating container-based virtualization overhead on the general-purpose IoT platform2018 IEEE Symposium on Computers and Communications (ISCC)10.1109/ISCC.2018.8538602(00008-00013)Online publication date: Jun-2018

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