Abstract

Cloud Gaming (CG) provides a high performance and cost-effective solution where players with low-end devices can play high-end games without the need for advanced hardware. A cloud-based video game system offloads all the computational tasks to the cloud. Considering the dynamic nature of game workloads and resource capacity, resource management is still a significant challenge. Since CG is a real-time gaming service, graphics processing units (GPUs) are necessary to accelerate game scene rendering. GPUs are one of the most expensive resources in a CG platform. Therefore, service providers have a strong incentive to utilize GPUs efficiently to maximize their economic profit. In addition, players' quality of game experience (QoE) is a crucial parameter that can directly affect a service provider's profit and must be taken into account in any resource scheduling optimization. To satisfy both parties, in this paper we propose two efficient methods for GPU based server selection in CG. The proposed methods are an improved version of two well-known metaheuristic algorithms called Particle Swarm Optimization (PSO) and Genetic Algorithm (GA), which we refer to as Boosted-PSO and Boosted-GA, respectively. The proposed methods consider service providers' profits and players' experience simultaneously. Our objective is to maximize GPU utilization, which will not only lead to the service provider's economic benefit, but also increase the player's QoE. Our simulation results show that compared to the existing methods to solve such an NP-Hard optimization problem, our Boosted-PSO method, followed by Boosted-GA, achieves the highest efficiency in terms of GPU utilization, capacity wastage, and player's QoE.

Highlights

  • According to Newzoo’s report, there were 2.5 billion active gamers worldwide in 2019, with an expected global games market of $152.1 Billions [1]

  • PROPOSED METAHEURISTIC ALGORITHMS we present the two proposed metaheuristic algorithms based on Particle Swarm Optimization (PSO) and Genetic Algorithm (GA) and our proposed sub-algorithm for boosting of these two methods

  • We compare them with four greedy algorithms called First Fit Algorithm (FFA), Best Fit Algorithm (BFA), Next-Fit Algorithms (NFA), and Worst-Fit Algorithm (WFA)

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Summary

Introduction

According to Newzoo’s report, there were 2.5 billion active gamers worldwide in 2019, with an expected global games market of $152.1 Billions [1]. In the CG model, a.k.a Game as a Service (GaaS), or gaming on demand computationally intensive tasks such as the game engine, graphics rendering, encoding the game scenes is performed on remote servers in the cloud, and the game video is streamed to the player’s end device [2]. Sony’s game video streaming service, PlayStation is powered by technology from Gaikai. Another company, Broadmedia GC Corp., has been operating its own version of CG using its G-cluster technology since July 2016 [5]–[8]. Client’s devices require powerful enough hardware to perform rendering Since this scenario avoids video streaming over the network, it reduces the burden of the network significantly. Computational capability and battery-dependency of the client’s portable devices are the considerable challenges in this scenario

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