• Title/Summary/Keyword: Provisioning server

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A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Provisioning QoS for WiFi-enabled Portable Devices in Home Networks

  • Park, Eun-Chan;Kwak, No-Jun;Lee, Suk-Kyu;Kim, Jong-Kook;Kim, Hwang-Nam
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.4
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    • pp.720-740
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    • 2011
  • Wi-Fi-enabled portable devices have recently been introduced into the consumer electronics market. These devices download or upload content, from or to a host machine, such as a personal computer, a laptop, a home gateway, or a media server. This paper investigates the fairness among multiple Wi-Fi-enabled portable devices in a home network when they are simultaneously communicated with the host machine. First, we present that, a simple IEEE 802.11-based home network suffers from unfairness, and the fairness is exaggerated by the wireless link errors. This unfairness is due to the asymmetric response of the TCP to data-packet loss and to acknowledgment-packet loss, and the wireless link errors that occur in the proximity of any node; the errors affect other wireless devices through the interaction at the interface queue of the home gateway. We propose a QoS-provisioning framework in order to achieve per-device fairness and service differentiation. For this purpose, we introduce the medium access price, which denotes an aggregate value of network-wide traffic load, per-device link usage, and per-device link error rate. We implemented the proposed framework in the ns-2 simulator, and carried out a simulation study to evaluate its performance with respect to fairness, service differentiation, loss and delay. The simulation results indicate that the proposed method enforces the per-device fairness, regardless of the number of devices present and regardless of the level of wireless link errors; furthermore it achieves high link utilization with only a small amount of frame losses.

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Fine Grained Resource Scaling Approach for Virtualized Environment (가상화 환경에서 세밀한 자원 활용률 적용을 위한 스케일 기법)

  • Lee, Donhyuck;Oh, Sangyoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.7
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    • pp.11-21
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    • 2013
  • Recently operating a large scale computing resource like a data center becomes easier because of the virtualization technology that virtualize servers and enable flexible resource provision. The most of public cloud services provides automatic scaling in the form of scale-in or scale-out and these scaling approaches works well to satisfy the service level agreement (SLA) of users. However, a novel scaling approach is required to operate private clouds that has smaller amount of computing resources than vast resources of public clouds. In this paper, we propose a hybrid server scaling architecture and related algorithms using both scale-in and scale-out to achieve higher resource utilization rate for private clouds. We uses dynamic resource allocation and live migration to run our proposed algorithm. Our propose system aims to provide a fine-grain resource scaling by steps. Thus private cloud systems are able to keep stable service and to reduce server management cost by optimizing server utilization. The experiment results show that our proposed approach performs better in resource utilization than the scale-out approach based on the number of users.

Optimizing Performance and Energy Efficiency in Cloud Data Centers Through SLA-Aware Consolidation of Virtualized Resources (클라우드 데이터 센터에서 가상화된 자원의 SLA-Aware 조정을 통한 성능 및 에너지 효율의 최적화)

  • Elijorde, Frank I.;Lee, Jaewan
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.1-10
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    • 2014
  • The cloud computing paradigm introduced pay-per-use models in which IT services can be created and scaled on-demand. However, service providers are still concerned about the constraints imposed by their physical infrastructures. In order to keep the required QoS and achieve the goal of upholding the SLA, virtualized resources must be efficiently consolidated to maximize system throughput while keeping energy consumption at a minimum. Using ANN, we propose a predictive SLA-aware approach for consolidating virtualized resources in a cloud environment. To maintain the QoS and to establish an optimal trade-off between performance and energy efficiency, the server's utilization threshold dynamically adapts to the physical machine's resource consumption. Furthermore, resource-intensive VMs are prevented from getting underprovisioned by assigning them to hosts that are both capable and reputable. To verify the performance of our proposed approach, we compare it with non-optimized conventional approaches as well as with other previously proposed techniques in a heterogeneous cloud environment setup.

Design and Implementation of EJB based QoS Management System framework for Differentiated Services (차등 서비스를 위한 EJB 기반 QoS 관리 시스템 프레임워크의 설계 및 구현)

  • Cha Si ho;Lee Jong eon;Ahn Byung ho;Cho Kuk hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.4B
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    • pp.192-201
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    • 2005
  • DiffServ supports aggregated traffic classes to provide various QoS to different classes of traffics. However, current DiffServ specifications do not have a complete QoS management framework. It is possible to lead to serious QoS violations without a QoS management support. From this reasoning, a QoS management system that can manage differentiated QoS provisioning is required. This paper proposes and implements a policy-based QoS management platform for differentiated services networks, which specifies QoS policies to guarantee dynamic QoS requirements. The implementation of the proposed platform is built on W framework and uses XML to represent and validate high-level QoS policies. High-level QoS policies are represented as valid XML documents and are mapped into Em beans of the EJB-based policy server of the platform. The policy distribution and the QoS monitoring are processed using SNMP.

Design of the Shortcut based Integrated & Advanced Networking Server(IANS) for QoS path (QoS 경로 설정을 위한 Shortcut 기반 통합 서버 설계)

  • 김기영;이상호
    • Journal of the Korea Society of Computer and Information
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    • v.6 no.4
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    • pp.74-84
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    • 2001
  • In the current Internet, InteServ model based on Resource reSerVation Protocol (RSVP), DiffServ Model based on service differentiation according to per hope behavior(PHB) and traffic engineering policy, and two-tire model of above mentioned two models which are adapted differently as the target network status for providing the end-to-end QoS Path are suggested. But, when we integrated this internet QoS into the ATM based network, differences of the connection setup procedure, name/address translation methods, and QoS provisioning mechanisms for end-to-end path setup procedures are introduced. In this paper, we propose the method of shortcut based QoS path setup procedure to solve these problems, and to guarantee the integration and scalability of Next Generation Internet(NGI) names/address in Integrated IP network into ATM based network. This network should support the engineering differentiated into the multiple service classes, which depend on established by this path is designed suitably into the target router and host step by step. In the near future, this function which provide the QoS guaranteed path based on end-to-end shortcut between the configuration devices are extended into the NGI target network.

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P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.