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Rendering Server Allocation for MMORPG Players in Cloud Gaming Iryanto Jaya (Nanyang Technological University) Wentong Cai (Nanyang Technological University) Yusen Li (Nankai University)
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Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Aug 11, 2020

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Page 1: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Rendering Server Allocation for MMORPG Players in Cloud Gaming

Iryanto Jaya (Nanyang Technological University)

Wentong Cai (Nanyang Technological University)

Yusen Li (Nankai University)

Page 2: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Agenda

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Background

Problem Definition

Proposed Solutions

Experiments

Conclusions and Future Works

Page 3: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Motivations

• Multiplayer cloud gaming

• Reducing the cost for cloud gaming service providers

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Page 4: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Executive Summary

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ProblemAllocating players to rendering servers (RSes)

Our goalMinimize the cost of using RSes

ObservationThe RS resource capacity is the most limiting factor in the allocation

Key ideaUse rendering workload sharing to reduce resource usage

ResultsWorkload sharing reduces cost of RSes

Page 5: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Related Works

5

Cloud gaming

Quality of Experience

(QoE)

Resource allocation

Multiview Rendering

Page 6: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Resource Allocation

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RS AND PLAYER ALLOCATIONS

NP-HARD MULTIPLE TIME INSTANCES

OFFLINE VS. ONLINE PROBLEM

Page 7: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Multiview Rendering

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Left eye Right eye

Page 8: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Challenges & Contributions

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Multiview rendering in

cloud gaming

Dependency between players allocated to one

RS

Optimization over multiple time instances

Page 9: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Conventional Cloud Gaming Architecture

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Page 10: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Key Rationale for Architecture Design

• Make use of common information from players in the same virtual map

• Split the rendering process into two parts: view dependent and view independent

• The game server consists of a central game server to maintain non-visual information

(database, login information, etc.) while map servers maintain the game scenes

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Page 11: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Proposed Cloud Gaming Architecture

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Page 12: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Problem Definition

Optimization problem

Objective:

• Minimize server cost

Constraints:

• Server capacity

• Latency

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Page 13: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Detailed Problem Formulation

Minimize

𝑡

𝑟

𝑧𝑟𝑡Cost𝑟

Subject to:

∀𝑡, ∀𝑝 ∈ 𝐼𝑡,

𝑟

𝑥𝑝, 𝑟 = 1

∀𝑡, ∀𝑟,

𝑝∈𝐼𝑡

𝑥𝑝,𝑟𝑐Γ𝑝 +

𝑚

𝑦𝑟, 𝑚𝑡 𝑐𝑚

′ ≤ 𝐶𝑟

∀𝑡, ∀𝑟,

𝑝∈𝐼𝑡

𝑥𝑝,𝑟𝑔Γ𝑝 ≤ 𝐺𝑟

∀𝑡, ∀𝑝 ∈ 𝐼𝑡,

𝑟

𝑥𝑝, 𝑟 𝑙𝑝, 𝑟 + 𝑙𝑟, Γ𝑝 ≤ 𝐿

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CPU capacity

GPU capacity

Latency

Assignment

Objective

Constraints

Page 14: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Challenges

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Trade off between constraints

Resource allocation is NP-hard

Cannot derive a simple algorithm from the problem formulation

Page 15: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Online Heuristics

Obtain the list of eligible RSes from currently active RSes, if there is none, obtain the list from inactive-RSes

• Lowest price (LP)Select the lowest priced RS

• Lowest waste resource (LWR)Waste resource = Capacity – current workloadBest fit

• Highest workload share (HWS)Prioritize possible workload sharing, then use LP to break ties

• Lowest waste price (LWP)Waste price = Waste resource / RS cost

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Page 16: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Offline Algorithms

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LOCAL SEARCH (LS)GET AN INITIAL SOLUTION, THEN USE LOCAL

SEARCH TO OPTIMIZE THE COST

LOWER BOUND (LB)AN OPTIMAL SOLUTION DERIVED USING A

MATHEMATICAL SOLVER

Page 17: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Local Search Algorithm

Aim: to empty RSes with low utilization

1. Gets the first solution

2. Sort the RSes with increasing number of players

3. Move each player from lower index RS to higher

index RS if possible

4. Stop when there is no possible move

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Page 18: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Experiments

• 500+ PlanetLab player nodes

• Amazon EC2 & Microsoft Azure to host MSes and RSes

• Poisson distribution player arrival

• Exponential distribution playing duration

Assumptions:

• The number of servers, maps and players are fixed

• The latency between involved nodes never change

• Each player will be allocated to an RS (no rejection)

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Default Experiment Parameters

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Page 20: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Online Heuristics Performance

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Page 21: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Online Heuristics Performance

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Page 22: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Comparison with Traditional Cloud Gaming

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Offline Algorithms Comparison

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Page 24: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Conclusions and Future Works

Conclusions:

• MMORPG cloud gaming architecture with multiview rendering

• Rendering workload sharing reduces overall cost

• Increasing player arrival frequency widens the gap between the costs from online and offline approaches

Future works:

• Player rejections

• Edge server involvement

• Future request predictions

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Page 25: Rendering Server Allocation for MMORPG Players in Cloud Gaming · Allocating players to rendering servers (RSes) Our goal Minimize the cost of using RSes Observation The RS resource

Q&A

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