Abstract

To serve millions of players, Massively Multiplayer Online Game (MMOG) operators pre-provision and then maintain thousands of computer resources. We investigate a hybrid resource provisioning model that uses smaller and cheaper data centers, complemented during peak hours by virtualised cloud computing resources. Through trace-based simulation and empirical experimentation, we assess the impact of provisioning virtualised cloud resources, analyse the virtualisation overhead, and compare provisioning of virtualised resources with resource ownership. Using a simple cost model, we also investigate the costs of hosting MMOGs on the resources leased independently from three commercial cloud providers, including Amazon.

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