Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization

Author(s):  
Meiqi Zhao ◽  
Jianmin Zheng ◽  
Elvis S. Liu

In recent years, Massively Multiplayer Online Games (MMOGs) are becoming popular, partially due to their sophisticated graphics and broad virtual world, and cloud gaming is demanded more than ever especially when entertaining with light and portable devices. This article considers the problem of server allocation for running MMOG on cloud, aiming to reduce the cost on cloud gaming service and meanwhile enhance the quality of service. The problem is formulated into minimizing an objective function involving the cost of server rental, the cost of data transfer and the network latency during the gaming time. A genetic algorithm is developed to solve the minimization problem for processing simultaneous server allocation for the players who log into the system at the same time while many existing players are playing the same game. Extensive experiments based on the player behavior in “World of Warcraft” are conducted to evaluate the proposed method and compare with the state-of-the-art as well. The experimental results show that the method gives a lower cost and a shorter network latency in most of the time.

2020 ◽  
Vol 12 (22) ◽  
pp. 3718
Author(s):  
Josh McCulloch ◽  
Richard Green

Dynamic Line Rating (DLR) is a process which electrical network operators can implement to improve efficiency by dynamically adjusting the load capacity as conditions allow. To implement DLR an accurate model of the conductors and their clearances is needed. Airborne LiDAR, while expensive, is the most common method of collecting line data as it is fast and is of high quality. State of the art methods for automatically reconstructing conductors first classify conductor points before fitting conductor models. This approach works well for high tension lines with significant separation between conductors but tends to perform poorly in urban environments where conductors are packed tightly together and surrounded by clutter. The method presented in this article attempts to overcome these challenges by performing an informed search for the conductors, anchored to the utility poles. Before the conductors are classified, their layout and sag are estimated, converting conductor segmentation into a linear problem; and a 3D to 2D projection is used to improve density and simplify clustering. The work also attempts to reduce the cost of conductor reconstruction by utilising lower-cost vehicle-mounted LiDAR. By avoiding point classification, higher precision can be achieved in scenarios where previous methods have suffered from significantly degraded performance.


2020 ◽  
Vol 10 (2) ◽  
pp. 36-55 ◽  
Author(s):  
Hamid A Jadad ◽  
Abderezak Touzene ◽  
Khaled Day

Recently, much research has focused on the improvement of mobile app performance and their power optimization, by offloading computation from mobile devices to public cloud computing platforms. However, the scalability of these offloading services on a large scale is still a challenge. This article describes a solution to this scalability problem by proposing a middleware that provides offloading as a service (OAS) to large-scale implementation of mobile users and apps. The proposed middleware OAS uses adaptive VM allocation and deallocation algorithms based on a CPU rate prediction model. Furthermore, it dynamically schedules the requests using a load-balancing algorithm to ensure meeting QoS requirements at a lower cost. The authors have tested the proposed algorithm by conducting multiple simulations and compared our results with state-of-the-art algorithms based on various performance metrics under multiple load conditions. The results show that OAS achieves better response time with a minimum number of VMs and reduces 50% of the cost compared to existing approaches.


2021 ◽  
Vol 60 (13) ◽  
pp. 1-24
Author(s):  
Hong Kim Duong ◽  
Marco Fasan ◽  
Giorgio Gotti

PurposePrevious literature provides mixed evidence about the effectiveness of a code of ethics in limiting managerial opportunism. While some studies find that code of ethics is merely window-dressing, others find that they do influence managers' behavior. The present study investigates whether the quality of a code of ethics decreases the cost of equity by limiting managerial opportunism.Design/methodology/approachIn order to test the hypothesis, the authors perform an empirical analysis on a sample of US companies in the 2004–2012 period. The results are robust to a battery of robustness analyses that the authors performed in order to take care of endogeneity.FindingsEmpirical results indicate that a higher quality code of ethics is associated with a lower cost of equity. In other words, firms with a more comprehensive code of ethics and better-designed implementation procedures limit managerial opportunism and pay a lower cost of equity because they are perceived by investors to be less risky.Research limitations/implicationsPractical implicationsSocial implicationsOriginality/valueThe authors contribute to the literature in two ways. First, by looking at the market reaction to the code of ethics, thus capturing all its indirect possible benefits and second, by measuring not only the existence but also the quality of a code of ethics. Based on the results, policymakers may choose to further promote codes of ethics as an effective corporate governance mechanism.


Author(s):  
Rajib L. Saha ◽  
Sumanta Singha ◽  
Subodha Kumar

Many firms buy cloud services from cloud vendors, such as Amazon Web Services to serve end users. One of the key factors that affect the quality of cloud services is congestion. Congestion leads to a potential loss of end users, resulting in lower demand for cloud services. Although discount can stimulate demand, its effect under congestion is ambiguous; a higher discount leads to higher demand, but it can further lead to higher congestion, thereby lowering demand. We explore how congestion moderates both cloud vendor pricing and the buyer’s fulfillment decisions. We seek to answer how the congestion sensitivity of the end users and the cost of technology impact buyer profitability and the cloud vendor’s choice of discount. We also examine how the cost of technology determines the buyer’s willingness to pass on savings to end users. Our results show that the buyer is not necessarily worse off even when the end users are more intolerant to congestion. In fact, when end users are more congestion sensitive, the demand for cloud services can sometimes increase, and the discount offered by the vendor can decrease. We also observe that a lower cost of technology can sometimes hurt the buyer, and the buyer can pass on lower benefits to end users.


2014 ◽  
Vol 530-531 ◽  
pp. 919-927 ◽  
Author(s):  
Dong Yue Lv ◽  
Zhi Pei Huang ◽  
Li Xin Sun ◽  
Neng Hai Yu ◽  
Jian Kang Wu

To increase the efficiency of golf training, 3D swing reconstruction is broadly used among golf researchers. Traditional reconstruction methods apply motion capture system (MOCAP) to gain golfers motion data and drive bio-mechanical model directly. The cost of MOCAP system restricts the application area of golf research and the reconstruction quality of swing relies on the accuracy of the motion data. We introduced the dynamical analysis into swing reconstruction and proposed a Dynamic Bayesian Network (DBN) model with Kinect to capture the swing motion. Our model focused on modeling the bio-mechanical and dynamical relationships between key joints of golfer during swing. The positions of key joints were updated by the model and were used as motion data to reconstruct golf swing. Experimental results show that our results are comparable with the ones acquired by optical MOCAP system in accuracy and can reconstruct the golf swing with much lower cost.


Author(s):  
Minhua Ma ◽  
Andreas Oikonomou

Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.


2010 ◽  
Vol 2 (4) ◽  
pp. 40-50 ◽  
Author(s):  
Minhua Ma ◽  
Andreas Oikonomou

Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.


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