Towards Reinterpretation of Interaction Complexity for Load Prediction in Cloud-based MMORPGs PowerPoint PPT Presentation

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Title: Towards Reinterpretation of Interaction Complexity for Load Prediction in Cloud-based MMORPGs


1
Towards Reinterpretation of Interaction
Complexityfor Load Prediction in Cloud-based
MMORPGs
  • Mirko Sužnjevic, Maja Matijaševic

University of Zagreb Faculty of Electrical
Engineering and Computing Department of
Telecommunications
http//www.fer.unizg.hr/ztel/en/research/research_
groups/netmedia
2
Motivation
Number of players on a server 4000
Number of players on a server 4000
Not the same in terms of load!
3
Outline
  • Introduction
  • Related work
  • Mapping
  • Load prediction
  • Resuts
  • Conclusion and open issues

4
Introduction
  • Current practices in server organization for
    MMORPGs
  • Sharded worlds (World of Warcraft)
  • Single worlds (EvE Online)
  • Problems
  • Player distribution uniform (in specific shard
    and between shards)
  • Player behavior patterns
  • Unexpected behavior
  • Highly variable load
  • Cloud based systems designed to provide optimal
    amount of resources for services with variable
    load

5
Related work
  • Based on work by Nae and Prodan
  • Presented formulas for load estimation (both CPU
    and memory) in distributed MMOs
  • Created load prediction based on neural networks
  • Used Runescape as a case study
  • Defined complexities for different interactions
    between entities in MMOs
  • We map the MMORPG behavior categories to specific
    complexities
  • R. Prodan and V. Naea, Prediction-based
    real-time resource provisioning for massively
    multiplayer online games, Future Generation
    Computer Systems, vol. 25, pp. 785793, 2009.
  • V. Nae, A. Iosup, and R. Prodan, Dynamic
    resource provisioning in massively multiplayer
    online games, IEEE Transactions on Parallel and
    Distributed Systems, vol. 22, pp. 380395, 2011.

6
Mapping
  • Goal - to prove that behavioral information has a
    significant influence on the system load
  • Redefined calculation of number of interactions
    based on properties of the action category

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Load prediction
  • Simple history based algorithm
  • History source previously developed user
    behavior simulator
  • Behaviour simulator implements the model which
    captures behavior patterns
  • Easy modification of parameters of the behavior
    (number of players, duration of each separate
    action category, arrival and departure rates)
  • Enables simulation of extreme events such as
    flash mobs and content release
  • Output in form of a text file listing each
    performed behaviour Second124 TypeChange
    ID210 Category5 CategoryOld6 Duration433

8
Load prediction II
  • Developed a tool for load prediction
  • Run by simple algorithm based on pattern periods
    (e.g., day, week)
  • The history is divided to intervals (e.g.,
    minutes, hours)
  • It takes into account the whole history and last
    period in order to capture both patterns and
    unusual behavior

Second124164 TypeChange ID2610 Category5
CategoryOld6 Duration433
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Results
  • Tool displays 4 curves
  • Whole history
  • Last period
  • Predicted resources
  • Reserved resources
  • Two calculation algorithms
  • Taking into account only number
  • of players
  • Taking into account both number
  • of players and behavior category

Second124164 TypeChange ID2610 Category5
CategoryOld6 Duration433
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Conclusions and open issues
  • Conclusions
  • Adapted the interaction complexities to specific
    action categories
  • Developed a load prediction tool
  • Confirmed significant discrepancies when
    calculating load just based on the number of
    players and based on behavioral information
  • Open issues
  • Issues which cloud based MMORPGs face?
  • More interaction between shards
  • Is just adding another server when load hits
    certain treshold enough?
  • Load prediction based on spatial locality of the
    players behavioral information

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