DOI QR코드

DOI QR Code

A Method for Client-Server Allocation for Maximum Load Balancing and Automatic Frame Rate Adjustment in a Game Streaming Environment

게임 스트리밍 환경에서 최대 부하 균등 및 자동 프레임 레이트 조절을 위한 클라이언트-서버 배정 방법

  • Kim, Sangchul (Div. of Computer & Elec, System, Hankuk University of Foreign Studies)
  • 김상철 (한국외국어대학교 컴퓨터 및 전자시스템 공학부)
  • Received : 2020.07.23
  • Accepted : 2020.08.13
  • Published : 2020.08.20

Abstract

Recently, interest in game streaming is high in cloud-based gaming. In game streaming, remote game servers perform graphics rendering and stream the resulting scene images to clients' device on the Internet. We model the client-server allocation (CSA) problem for balancing the GPU load between servers in a game streaming environment as an optimization problem, and propose a simulated annealing-based method. The features of our method are that the method takes into account the constraints on network delay and has the ability to automatically adjust the frame rate of game sessions if necessary.

최근 클라우드 기반 게이밍에서 게임 스트리밍에 대한 관심이 높다. 게임 스트리밍에서는 원격지의 게임 서버가 그래픽 렌더링 작업을 수행하고 렌더링 결과물인 씬 이미지들을 플레이어 장치에 인터넷을 통해 스트리밍하게 된다. 우리는 다중 게임 서버 기반의 게임 스트리밍 환경에서, 서버간의 GPU 부하 균등을 위한 CSA (Client-Server Allocation) 문제를 최적화 문제로 모델링하고, 그 해를 구하는 시뮬레이티드 어닐링 기반 방법을 제안한다. 우리 방법의 특징은, 네트워크 지연에 대한 제약을 고려한 것과, 필요시 신규 게임 세션의 프레임 레이트를 자동으로 하향 조절하는 기능을 지원하는 것이다.

Keywords

References

  1. Ryan Shea, et al., Cloud Gaming: Architecture and Performance", IEEE Network, 2013, pp. 16-21.
  2. H. E. Dinaki, S. Shirmohammadi, "GPU/QoE-Aware server selection using metaheuristic algorithms in multiplayer cloud gaming", NetGames'18, Article No.4, 2018, pp. 1-6.
  3. en.wikipedia.org/wiki/Simulated_annealing
  4. C. Eduardo B. Bezerra, et al, "Adaptive Load-balancing for MMOG Servers Using KD-trees", ACM Computers in Entertainment, Vol. 10, No. 3, Article 5, 2012, pp. 1-16.
  5. R. W.H. Lau, "Hybrid Load Balancing for Online Games", Proc. of ACM International Conference on Multimedia, 2010, pp.1231-1234.
  6. Y. Chen, et al, "Server Selection with Delay Constraints for Online Games." Proceedings of GLOBECOM Workshops, 2010, pp.882-887.
  7. M. Kohana, et al, "Dynamic ReAssignment Rules on Multi-Server Web-based MORPG System", International Journal of Grid and Utility Computing, vol. 3, no. 2/3, 2012, pp. 136-144. https://doi.org/10.1504/IJGUC.2012.047764
  8. Y Deng, et al., "The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming", IEEE Trans. on Multimedia, Vol. 20, Issue 5, May 2018, pp 1233-1245. https://doi.org/10.1109/TMM.2017.2760621
  9. K Chanthaphram, et al., "Building a cloud-based MOG game server", 10th Int'l Joint Conf. on Computer Science and Software Eng., 2013, pp 143-148.
  10. K.-T. Chen, et al., "Measuring the latency of cloud gaming systems", 19th Int'l Conf. on Multimedea, 2011, pp. 1-5.
  11. M. Claypool and D. Finkel, ''The effects of latency on player performance in cloud-based games,'' 13th NetGames, 2014, pp. 1-6.
  12. L. Pantel, L. C. Wolf, "On the Impact of Delay on Real-Time Multiplayer Games," ACM NOSSDAV, 2002. pp. 23-29.
  13. T. Fritsch, H. Ritter, J. H. Schiller, "The Effect of Latency and Network Limitations on MMORPGs: a Field Study of Everquest 2," ACM NetGames, 2005.
  14. G. Armitage, "An experimental estimation of latency sensitivity in multiplayer Quake 3," 11th IEEE Int'l Conf. on Networks, ICON, 2003, pp. 137-141,
  15. H. Wang, et al., "On design and performance of cloud-based distributed interactive applications," IEEE ICNP, 2014, pp. 37-46.
  16. M. Marzolla, S. Ferretti, G. D'Angelo, "Dynamic resource provisioning for cloud-based gaming infrastructures", ACM Comp. in Entertainment, Vol.10, No.3, Article No.: 4, 2012, 4:1-4:20.
  17. D. Wu, Z. Xue, J. He, "iCloudaccess: Cost-effective streaming of video games from the cloud with low latency," IEEE Trans. on Circuits and Systems for Video Technology, vol.24, no.8, 2014. pp. 1405-1416, https://doi.org/10.1109/TCSVT.2014.2302543
  18. M. Basiri, A. Rasoolzadegan, "Delay-aware resource provisioning for cost-efficient cloud gaming," IEEE Trans on Circuits and Systems for Video Technology, 2016.
  19. K.-T. Chen, et al., "On the Quality of Service of Cloud Gaming Systems," IEEE Trans. Multimed., vol.16, no.2, 2014. pp. 480-495. https://doi.org/10.1109/TMM.2013.2291532
  20. K. Claypool, M. Claypool, "On Frame Rate and Player Performance in First Person Shooter Games", Springer Multimedia Systems Journal, Vol.13, No.1, 2007, pp. 3-17 https://doi.org/10.1007/s00530-007-0081-1
  21. T. Zinner, et al., "Impact of frame rate and resolution on objective QoE metrics," 2nd Int'l Workshop on Quality of Multimedia Experience, 2010, pp. 29-34.
  22. M. Wimmer, P. Wonka, "Rendering Time Estimation for Real-Time Rendering", 14th Eurographics Workshop on Rendering Techniques, 2003. pp. 118-129.