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線上遊戲與雲端運算 陳昇瑋 中央研究院 資訊科學研究所
Cloud for Games? 1. Computation cloud 2. Computation + rendering cloud
Is Server Consolidation Beneficial to MMOG?  Yeng-Ting Lee and Sheng-Wei (Kuan-Ta) Chen Appeared in IEEE CLOUD 2010
Motivations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Current Situation -- Overprovisioning ,[object Object],[object Object]
Sharded Architecture World 1 World 20 ...... At maximum 5,000 players in a world 100,000 players 20 duplicated worlds 500 players 3 servers
Realms in WoW IIS, Academia Sinica, Taiwan
Virtualization ,[object Object]
Server Consolidation ,[object Object],[object Object]
Benefits of Server Consolidation ,[object Object],[object Object],[object Object],[object Object]
Server Consolidation is Good to MMORPGs: 3 Reasons ,[object Object],[object Object],[object Object]
Spatial Locality Property ,[object Object],[object Object]
Workload Analysis IIS, Academia Sinica, Taiwan Variability Regularity Predictability
World of Warcraft ,[object Object]
World of Warcraft ,[object Object],[object Object],[object Object],IIS, Academia Sinica, Taiwan
Data Collection Methodology ,[object Object],[object Object],[object Object],[object Object]
The Limitation of WoW API ,[object Object],[object Object],Level: 50+ Level: 30~39  Level: 40~49  Monster Human 100 users 45 users 15 users 60 users
Trace Summary
福克斯大神之謎??  (1) ref.  http://forum.gamebase.com.tw/content.jsp?no=4715&cno=47150002&sno=75201947 ref.  http://www.wings-of-narnia.com/viewtopic.php?t=3012 網友 A :不知道在聖光之願部落的玩家有沒有發現到,在新手村薩滿訓練師的後面,永遠都會站著一個叫「福克斯大神」的獵人玩家!在半年前我到聖光定居時我在新手村見到他,到現在他仍然還是留守在那個地方……不會暫離、而且可以觀察他 = =" 這種事該回報給 GM 嗎?創新手看到他的時候都覺得好恐佈啊囧  網友 B : me too 看到的一瞬間 突然起雞皮疙瘩 .....  網友 C : " 已離去 " 玩家的怨念 ( 怨魂 @@) 嗎 ? 還是在悲傷愛情故事裡 , 癡等所愛的另一人 ? ^^^^^^^^QQ  網友 D :哈 線在好多人在看噢 旁邊為了一大群人 @@ 觀光景點呀 XD
福克斯大神之謎??  (2) 網友 E :我剛剛也有去看了一下 開了一個 ID 叫做“聽說有鬼”的獸人戰士 坐在他面前的桶子一直望著他 ~  忽然 ! < 暫離 > 福克斯大神  他蹲下了 ... 隔一分鐘 .. 消失 =ˇ=&quot; .. .. 現在我心裡也是毛毛的 ..  網友 F :好猛鬼啊 !!!!!! 大神的力量好可怕啊 , 一堆信眾死在他之前!!!!!!  網友 G :我上次有開過去看,還遇到了兩位同好,看的時候真的蠻不可思議的 ... 可以列入魔獸 10 大世界奇觀吧 !
福克斯大神與祂的信眾們  -_-
Hourly Online Avatar Number
Variability ,[object Object],[object Object],[object Object]
Regularity - CDF ,[object Object]
Periodicity - Autocorrelations ,[object Object],[object Object]
Predictability Analysis ,[object Object],[object Object],[object Object]
Implications ,[object Object],[object Object]
Zone Allocation ,[object Object],[object Object]
First-Fit Decreasing (FFD) IIS, Academia Sinica, Taiwan For each zone, it attempts to place the zone in the first server that can accommodate the zone. If no such a server is found, it boots a new server and puts the zone on the new server. (assuming each machine can support 150 units)
Simulation Setup ,[object Object],[object Object],[object Object],[object Object],[object Object]
Three Policies Evaluated ,[object Object],[object Object],[object Object]
# Server Used IIS, Academia Sinica, Taiwan
Results - Single Game
Results - Multiple Games
Summary ,[object Object],[object Object]
A Scalable   Virtualized   Infrastructure  for  MMOGs   on Cloud Scalability in terms of  online user number and server number
Interactive Applications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Side-by-side Comparison Web app Interactive app Connection time Sub-seconds hours Real-time requirement A few seconds 250 ms (typical) Connection inter-dependency Independent Frequent, real-time interactions between users Data writes (relatively) Few updates Continuous updates Data reads Many location-independent reads  Few location-correlated reads
Server Required and Energy Consumed
Architecture Overview Server 1 VM - Game C Zone 1 Process Zone 2 Process Zone 3 Process Zone 4 Process Directory Service Mem DB (proxy) VM – Game A VM – Game B Disk DB  Node 1 Disk DB  Node 2 Disk DB  Node X Server 2 VM - Game C Zone 5 Process Zone 6 Process Zone 7 Process Zone 8 Process Directory Service Mem DB (proxy) VM – Game A VM – Game B Server 3 Server 4 Server N Server 5 Directory Service Master Node
Research Challenges ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Research Challenge #1:  QoE-aware Dynamic Provisioning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Yeng-Ting Lee and Kuan-Ta Chen, &quot;Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft,&quot; IEEE International Conference on Cloud Computing, July 2010.
Research Challenge #2:  Live Migrations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Key challenges:  maintain uninterrupted real-time server quality
Research Challenge #3:  Data Placement ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Jan-Jan Wu, Pangfeng Liu, Yi-Chien Chung, &quot;Metadata Partitioning for Large-Scale Distributed Storage Systems,&quot; IEEE International Conference on Cloud Computing, July 2010.
Practical Challenges ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
SOME OTHER PROJECTS IN  MMNET
Understanding the Performance of Thin-Client Gaming Yu-Chun Chang and Sheng-Wei (Kuan-Ta) Chen Working in progress
Thin Client  Client Server User’s inputs Display update
Challenges ,[object Object],[object Object]
Our Focus
Experiment Methodology
Ms. Pac-Man & Bot ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Number Score Pill 220 10 Power pill 4 50 Ghost 4 200 (after eating power pills)
[object Object],[object Object],[object Object],[object Object],[object Object],Pipe Settings Delay Uplink / downlink 0 ms, 100 ms, 200 ms Loss rate Uplink / downlink 0%, 2.5%, 5% Bandwidth Uplink Unlimited, 50 kbps, 25 kbps Downlink Unlimited, 600 kbps, 300 kbps
[object Object]
Thin Clients are Different!
Visual Difference Really Matters!
Statistical Regression Regression Model Frame delay Frame loss Frame loss burst length Frame quality QoE Frame rate Independent factors
Linear Model ,[object Object],Estimate  Std. Error  t value  Pr(>|t|)  (Intercept)  3487.2711  485.7793  7.179  4.53e-08 *** app1  135.7758  231.5055  0.586  0.5618  app2  -742.7495  298.9143  -2.485  0.0186 *  Frame loss  -13.5998  8.8013  -1.545  0.1324  Frame delay  -0.4880  0.5754  -0.848  0.4029  Frame quality  3.1658  2.6756  1.183  0.2457  Frame loss burst length  -28.9870  59.9977  -0.483  0.6324  Frame rate  9.3110  63.2724  0.147  0.8840  Adjusted R-squared: 0.8
Impact of Performance Metrics
Linear Model
Choosing IaaS Providers for MMOG Hosting Yeng-Ting Lee, Ya-Xuan Hong, and Sheng-Wei (Kuan-Ta) Chen Working in progress
*aaS
*aaS Instances
Amazon EC2 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Microsoft Azure
Rackspace
GoGrid
FlexScale
It is confusing!
Motivation ,[object Object],[object Object]
Which cloud service provider and instance type is the best choice to online game operators?
Experiment ,[object Object],[object Object],[object Object]
Experiment flowchart How many avatars can be accommodated on each instance type (capacity / Instance)
# Avatar vs Processing Delay
Welcome to join us on the research of cloud gaming! Move your game to Cloud Today!
謝謝聆聽,請多指教。 陳昇瑋 中央研究院 資訊科學研究所 http://www.iis.sinica.edu.tw/~swc

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線上遊戲與雲端運算

  • 2.
  • 3. Cloud for Games? 1. Computation cloud 2. Computation + rendering cloud
  • 4. Is Server Consolidation Beneficial to MMOG? Yeng-Ting Lee and Sheng-Wei (Kuan-Ta) Chen Appeared in IEEE CLOUD 2010
  • 5.
  • 6.
  • 7. Sharded Architecture World 1 World 20 ...... At maximum 5,000 players in a world 100,000 players 20 duplicated worlds 500 players 3 servers
  • 8. Realms in WoW IIS, Academia Sinica, Taiwan
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14. Workload Analysis IIS, Academia Sinica, Taiwan Variability Regularity Predictability
  • 15.
  • 16.
  • 17.
  • 18.
  • 20. 福克斯大神之謎?? (1) ref. http://forum.gamebase.com.tw/content.jsp?no=4715&cno=47150002&sno=75201947 ref. http://www.wings-of-narnia.com/viewtopic.php?t=3012 網友 A :不知道在聖光之願部落的玩家有沒有發現到,在新手村薩滿訓練師的後面,永遠都會站著一個叫「福克斯大神」的獵人玩家!在半年前我到聖光定居時我在新手村見到他,到現在他仍然還是留守在那個地方……不會暫離、而且可以觀察他 = =&quot; 這種事該回報給 GM 嗎?創新手看到他的時候都覺得好恐佈啊囧 網友 B : me too 看到的一瞬間 突然起雞皮疙瘩 ..... 網友 C : &quot; 已離去 &quot; 玩家的怨念 ( 怨魂 @@) 嗎 ? 還是在悲傷愛情故事裡 , 癡等所愛的另一人 ? ^^^^^^^^QQ 網友 D :哈 線在好多人在看噢 旁邊為了一大群人 @@ 觀光景點呀 XD
  • 21. 福克斯大神之謎?? (2) 網友 E :我剛剛也有去看了一下 開了一個 ID 叫做“聽說有鬼”的獸人戰士 坐在他面前的桶子一直望著他 ~ 忽然 ! < 暫離 > 福克斯大神 他蹲下了 ... 隔一分鐘 .. 消失 =ˇ=&quot; .. .. 現在我心裡也是毛毛的 .. 網友 F :好猛鬼啊 !!!!!! 大神的力量好可怕啊 , 一堆信眾死在他之前!!!!!! 網友 G :我上次有開過去看,還遇到了兩位同好,看的時候真的蠻不可思議的 ... 可以列入魔獸 10 大世界奇觀吧 !
  • 23.
  • 24.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32. First-Fit Decreasing (FFD) IIS, Academia Sinica, Taiwan For each zone, it attempts to place the zone in the first server that can accommodate the zone. If no such a server is found, it boots a new server and puts the zone on the new server. (assuming each machine can support 150 units)
  • 33.
  • 34.
  • 35. # Server Used IIS, Academia Sinica, Taiwan
  • 38.
  • 39. A Scalable Virtualized Infrastructure for MMOGs on Cloud Scalability in terms of online user number and server number
  • 40.
  • 41. Side-by-side Comparison Web app Interactive app Connection time Sub-seconds hours Real-time requirement A few seconds 250 ms (typical) Connection inter-dependency Independent Frequent, real-time interactions between users Data writes (relatively) Few updates Continuous updates Data reads Many location-independent reads Few location-correlated reads
  • 42. Server Required and Energy Consumed
  • 43. Architecture Overview Server 1 VM - Game C Zone 1 Process Zone 2 Process Zone 3 Process Zone 4 Process Directory Service Mem DB (proxy) VM – Game A VM – Game B Disk DB Node 1 Disk DB Node 2 Disk DB Node X Server 2 VM - Game C Zone 5 Process Zone 6 Process Zone 7 Process Zone 8 Process Directory Service Mem DB (proxy) VM – Game A VM – Game B Server 3 Server 4 Server N Server 5 Directory Service Master Node
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 50. Understanding the Performance of Thin-Client Gaming Yu-Chun Chang and Sheng-Wei (Kuan-Ta) Chen Working in progress
  • 51. Thin Client Client Server User’s inputs Display update
  • 52.
  • 55.
  • 56.
  • 57.
  • 58. Thin Clients are Different!
  • 60. Statistical Regression Regression Model Frame delay Frame loss Frame loss burst length Frame quality QoE Frame rate Independent factors
  • 61.
  • 64. Choosing IaaS Providers for MMOG Hosting Yeng-Ting Lee, Ya-Xuan Hong, and Sheng-Wei (Kuan-Ta) Chen Working in progress
  • 65. *aaS
  • 67.
  • 73.
  • 74. Which cloud service provider and instance type is the best choice to online game operators?
  • 75.
  • 76. Experiment flowchart How many avatars can be accommodated on each instance type (capacity / Instance)
  • 77. # Avatar vs Processing Delay
  • 78. Welcome to join us on the research of cloud gaming! Move your game to Cloud Today!
  • 79. 謝謝聆聽,請多指教。 陳昇瑋 中央研究院 資訊科學研究所 http://www.iis.sinica.edu.tw/~swc

Notes de l'éditeur

  1. Middleware: underlying software architecture needed for game developers to build an MMO or 遊戲地圖, content 編輯器
  2. When we login to the game, first we can see the menu of realms, each represents an identical but independent game world.
  3. And when examined by …………… , we can see there is a strong regularity between days. And we also verify predictability. you can find the correlation is high. So the future workload may be predictable.
  4. Fixed strategy always use 100 servers, And the simulation result in multiple game test is similar.