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Implementation of a service platform for online games

Published:30 August 2004Publication History

ABSTRACT

Large-scale multiplayer online games require considerable investment in hosting infrastructures. However, the difficulty of predicting the success of a new title makes investing in dedicated server and network resources very risky. A shared infrastructure based on utility computing models to support multiple games offers an attractive option for game providers whose core competency is not in managing large server deployments.In this paper we describe a prototype implementation of a shared, on demand service platform for online games. The platform builds on open standards and off-the-shelf software developed to support utility computing offerings for Web-based business applications. We describe our early experience with identifying appropriate performance metrics for provisioning game servers and with implementing the platform components that we consider essential for its acceptance.

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            • Published in

              cover image ACM Conferences
              NetGames '04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
              August 2004
              326 pages
              ISBN:158113942X
              DOI:10.1145/1016540
              • Program Chair:
              • Wu-chang Feng

              Copyright © 2004 ACM

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              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 30 August 2004

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