Distributed interactive applications (DIAs), like immersive virtual reality and multiplayer cloud games, where players team-up and form social communities to participate in collaborative virtual events, dominate the modern cloud multimedia industry. Still, due to the massive workload, intensive graphics processing and delay intolerance, conventional cloud-only models are increasingly becoming ineffective. Thankfully, with the shift towards Mobile Edge Computing, game providers can leverage existing cellular infrastructure to deploy edge servers that supply gaming services in a highly accessible fashion. One fundamental challenge, that naturally arises, is the discovery of the most suitable player-to-edge server assignment strategy, that achieves a balanced trade-off between conflicting objectives that refer to high social interactivity on the one hand and low-cost server provisioning on the other. In this article, the core properties of social interactivity for gaming DIAs are investigated through formal formulation under diverse social aspects and strict assignment rules, respecting, in the meantime, the provisioning cost and constraints of the edge servers. We call this the “Social Interactivity-oriented Edge Allocation” (SIEA) problem and prove its NP-hardness. Based on our theoretical analysis, we present SIEA-H, a two-phase heuristic algorithm to efficiently assign players to servers and then iteratively refine the edge allocation strategy. SIEA-H is evaluated using comprehensive trace-driven simulations. The results demonstrate how it surpasses the baseline and state-of-the-art assignment alternatives in reducing the total cost, especially as the number of servers and their capacity grows, or the coverage area expands, while for players it exhibits the highest admission rate and the best overall resource management.
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