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A New MMOG Framework On Cloud Computing Environment. 張晏誌. Outline. Introduction Motivation System Architecture Comparison Summary. Introduction. Client-Server Architecture The most popular architecture of MMOGs. Centralized management Satisfies data consistency Keep games fair
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Outline • Introduction • Motivation • System Architecture • Comparison • Summary
Introduction • Client-Server Architecture • The most popular architecture of MMOGs. • Centralized management • Satisfies data consistency • Keep games fair • Feasible to charge • Easier to find friends or contact with strangers • It has drawbacks • High cost to achieve good performance • Not scalable • Fat client
Introduction(cont) • Peer-to-Peer Architecture • Another architecture of online games • Distribute framework • More scalable • No performance issue to game operator • It also has drawbacks • Fat client • Unfeasible to charge
Motivation • To provide MMOG service in cloud computing environment. • Take the advantages of cloud computing. • Allocate resources by each player(or a tiny group of players). • To reduce network and VM migration overhead.
System Architecture(cont) • Isolate the resources that every player have into a single VM instance. • Also apply the same change to region server. • Avatar server is placed with its region server, to reduce network traffic. • Use exist works about load prediction (neural network approach or SVM approach…etc.) to achieve more effective resource allocation. • When a player was logged out, the player’s VM was stored as a VM image.
Summary • Inspired by PaaS virtual desktop, use the similar concept to operate a MMOG service. • This framework can apply to any exist IaaS cloud service. • Satisfies the five characteristics of cloud computing.