标题: 适用于多人线上游戏动态负载管理之混合同侪式云端架构
An Efficient Hybrid P2P MMOG Cloud Architecture for Dynamic Load Management
作者: 王金鸿
Wang, Jin Hung
王国祯
Wang Kuo Chen
网路工程研究所
关键字: 云端计算;负载管理;同侪式多人线上游戏;资源配置;cloud computing;load management;massively multiplayer online game;resource allocation
公开日期: 2011
摘要: 近年来由于大型多人线上游戏(MMOGs)的蓬勃发展,引起了学界和业界的高度兴趣。多人线上游戏需要高度的弹性来面对环境的变化,因此我们利用云端的特性来与MMOG做结合。在云端游戏环境中,我们利用虚拟机器来取代传统实体游戏伺服器。由于现今MMOGs主要系统架构为多伺服器架构,虚拟游戏世界会被切割成数个游戏区域,每个游戏区域由一个或多个实体游戏伺服器负责和客户端玩家进行游戏资讯的传输及执行。然而,在多伺服器架构下,会因为大多数客户端玩家感兴趣的地图区域相同,而造成游戏伺服器负载不平衡。在本论文中,我们在MMOGs中使用同侪式云端计算架构,使MMOGs在云端计算的环境下获得较弹性的资源利用。同侪式云端计算是一个结合高计算能力、高扩充性、高可信赖,以及分享伺服器资源及资料的新概念。本论文提出一个混合同侪式云端架构,此一架构可以更适用于大型多人线上游戏,它改进了现行多人线上游戏多伺服器架构的缺陷。除了提出一个适用于多人线上游戏之混合同侪式云端架构外,我们也针对每一个游戏伺服器提出多门槛负载管理机制和游戏伺服器之间的负载管理机制。本篇论文的架构与多伺服器架构相比较,在小于300毫秒的回应时间内,我们的架构比多伺服器架构可多服务10.31%的玩家量。此外,在中高负载时,我们的架构比多伺服器架构少27.9%的错过期限比率。
In recent years, massively multiplayer online games (MMOGs) become more and more popular. Many researchers, both in academia and industry, are very interested in MMOGs. MMOG environments require a high degree of flexibility to respond to environmental changes, including load change. We combine cloud computing with MMOGs to increase flexibility of resource allocation. In an MMOG cloud environment, we use virtual machines (VMs), instead of traditional physical game servers. A game world is divided into several game regions. Each game region is serviced by at least one VM. However, in the multi-server architecture, loads of regional servers may be unbalanced because there may be some regions that attract more players. Peer-to-peer (P2P) cloud computing is a new approach that combines high computation power, scalability, reliability and efficient information sharing of servers. This paper proposes a hybrid P2P cloud architecture for MMOGs which includes two-level load management, multi-threshold load management for each game server and load management among game servers. It is suitable for players to interact with P2P cloud servers and it avoids bottlenecks of the current multi-server MMOG architecture. Simulation results show that the proposed architecture can support 10.31% more players under no deadline (300 ms) miss compared to the multi-server architecture. The proposed hybrid P2P cloud architecture can reduce the average response time by 20.6% composed to the multi-server architecture under medium to high load through flexible allocation of resources (virtual machines). The proposed architecture also has a 27.9% smaller deadline miss ratio than the multi-server architecture under medium to high load.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT079856544
http://hdl.handle.net/11536/48421
显示于类别:Thesis


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