skip to main content
research-article

Toward Delay-Efficient Game-Aware Data Centers for Cloud Gaming

Published:21 September 2016Publication History
Skip Abstract Section

Abstract

Gaming on demand is an emerging service that has recently started to garner prominence in the gaming industry. Cloud-based video games provide affordable, flexible, and high-performance solutions for end-users with constrained computing resources and enables them to play high-end graphic games on low-end thin clients. Despite its advantages, cloud gaming's Quality of Experience (QoE) suffers from high and varying end-to-end delay. Since the significant part of computational processing, including game rendering and video compression, is performed in data centers, controlling the transfer of information within the cloud has an important impact on the quality of cloud gaming services. In this article, a novel method for minimizing the end-to-end latency within a cloud gaming data center is proposed. We formulate an optimization problem for reducing delay, and propose a Lagrangian Relaxation (LR) time-efficient heuristic algorithm as a practical solution. Simulation results indicate that the heuristic method can provide close-to-optimal solutions. Also, the proposed model reduces end-to-end delay and delay variation by almost 11% and 13.5%, respectively, and outperforms the existing server-centric and network-centric models. As a byproduct, our proposed method also achieves better fairness among multiple competing players by almost 45%, on average, in comparison with existing methods.

References

  1. M. Al-Fares, A. Loukissas, and A. Vahdat. 2008. A scalable, commodity data center network architecture. ACM SIGCOMM Computer Communication Review 38, 63--74. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. M. Alizadeh, A. Greenberg, D. A. Maltz, J. Padhye, P. Patel, B. Prabhakar, S. Sengupta, and M. Sridharan. 2010. Data center TCP (DCTCP), ACM SIGCOMM Computer Communication Review 41, 4, 63--74. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. M. Amiri, H. Al Osman, S. Shirmohammadi, and M. Abdallah. 2015b. An SDN controller for delay and jitter reduction in cloud gaming. In Proceedings of the 23rd Annual ACM Conference on Multimedia Conference. ACM, 1043--1046. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. M. Amiri, H. Alosman, S. Shirmohammadi, and M. Abdollah. 2015a. SDN-based game-aware network management for cloud gaming. In 14th International Workshop on Network and Systems Support for Games (NETGAMES’15), Croatia. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. G. Armitage. 2003. An experimental estimation of latency sensitivity in multiplayer quake 3. In 11th IEEE International Conference on Networks (ICON’03). IEEE, 137--141.Google ScholarGoogle ScholarCross RefCross Ref
  6. G. Baier, E. Köhler, and M. Skutella. 2002. On the k-splittable flow problem. In Algorithms—Esa 2002, Springer, 101--113. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. A. Beloglazov and R. Buyya. 2010. Energy efficient resource management in virtualized cloud data centers. In Proceedings of the 10th IEEE/ACM International Conference on Cluster, Cloud and Grid Computing, IEEE Computer Society, 826--831. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. P. Beskow, P. Halvorsen, and C. Griwodz. 2007a. Latency reduction in massively multi-player online games by partial migration of game state. In 2nd International Conference on Internet Technologies and Applications, Wrexham, Wales, 153--163.Google ScholarGoogle Scholar
  9. P. Beskow, P. Halvorsen, and C. Griwodz. 2007b. Latency reduction in massively multi-player online games by partial migration of game state. In 2nd International Conference on Internet Technologies and Applications, Wrexham, Wales, 153--163.Google ScholarGoogle Scholar
  10. W. Cai and V. C. Leung. 2012. Multiplayer cloud gaming system with cooperative video sharing. In CLOUDCOM, 640--645. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. P. Casas, A. L. Sack, S. Egger, and R. Schatz. 2012. YouTube & Facebook quality of experience in mobile broadband networks. 2012 IEEE GlobeCom Workshop: Quality of Experience for Multimedia Communications, 1269--1274.Google ScholarGoogle Scholar
  12. L. Chalmet and L. Gelders. 1976. Langrangean relaxations for a generalised assignments-type problem. In Proceedings of the Euro II Conference, 103--109.Google ScholarGoogle Scholar
  13. Cisco Global Cloud Index: Forecast And Methodology, 2014--2019 White Paper, Cisco.Google ScholarGoogle Scholar
  14. S. Choy, B. Wong, G. Simon, and C. Rosenberg. 2014. A hybrid edge-cloud architecture for reducing on-demand gaming latency. Multimedia Systems 20, 503--519. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. M. Claypool and K. Claypool. 2006. Latency and player actions in online games. Communications of the ACM 49, 40--45. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. M. Claypool and K. Claypool. 2010. Latency can kill: Precision and deadline in online games. In Proceedings of the 1st Annual ACM SIGMM Conference on Multimedia Systems, ACM, 215--222. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. M. Claypool, D. Finkel, A. Grant, and M. Solano. 2012. Thin to win? Network performance analysis of the OnLive thin client game system. In IEEE 11th Annual Workshop on Network and Systems Support for Games (NETGAMES’12), 1--6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. M. Claypool. 2009. Motion and scene complexity for streaming video games. In Proceedings of the 4th International ACM Conference on Foundations of Digital Games, 34--41. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Data Center Architecture Overview. 2008. Retrieved August 23, 2016 from http://www.Cisco.Com/C/En/Us/ Td/Docs/Solutions/Enterprise/Data_Center/Dc_Infra2_5/Dcinfra_1.Html#Wp1069113.Google ScholarGoogle Scholar
  20. M. Dick, O. Wellnitz, and L. Wolf. 2005. Analysis of factors affecting players’ performance and perception in multiplayer games. In Proceedings of 4th ACM SIGCOMM Workshop on Network And System Support For Games, ACM, 1--7. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. M. Dong, H. Lit, K. Ota, and H. Zhu. 2014. HVSTO: Efficient privacy preserving hybrid storage in cloud data center, INFOCOM Workshops, 529--534.Google ScholarGoogle Scholar
  22. M. L. Fisher. 1985. An applications oriented guide to Lagrangian relaxation. Interfaces 15, 10--21. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. C. A. Floudas and P. M. Pardalos. 2008. Encyclopedia of Optimization. Springer Science & Business Media, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. J. Fox. 2015. Applied Regression Analysis and Generalized Linear Models. Sage Publications, Thousand Oaks, CA.Google ScholarGoogle Scholar
  25. Fraps. 2014. Fraps, Real-Time Video Capture & Benchmarking, Retrieved August 23, 2016 from http://www.fraps.com//.Google ScholarGoogle Scholar
  26. J. Funge, M. Watson, W. Wei, and D. Chen. 2013. Measuring user quality of experience for a streaming media service, U. S. Patent 20130159498 A1, Jun 20, 2013.Google ScholarGoogle Scholar
  27. A. M. Geoffrion. 1974. Lagrangean Relaxation for Integer Programming. Springer, New York, NY.Google ScholarGoogle Scholar
  28. M. Grant, S. Boyd, and Y. Ye. 2008. Cvx: Matlab software for disciplined convex programming. Retrieved September12, 2016 from http://cvxr.com/cvx/.Google ScholarGoogle Scholar
  29. A. Greenberg, J. Hamilton, D. A. Maltz, and P. Patel. 2008. The cost of a cloud: Research problems in data center networks. ACM SIGCOMM Computer Communication Review 39, 68--73. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. A. Greenberg, J. R. Hamilton, N. Jain, S. Kandula, C. Kim, P. Lahiri, D. A. Maltz, P. Patel, and S. Sengupta. 2009. Vl2: A scalable and flexible data center network. In ACM SIGCOMM Computer Communication Review, ACM, 51--62. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. M. Guignard. 2003. Lagrangean relaxation. Top 11, 151--200.Google ScholarGoogle ScholarCross RefCross Ref
  32. C. Guo, G. Lu, D. Li, H. Wu, X. Zhang, Y. Shi, C. Tian, Y. Zhang, and S. Lu. 2009. Bcube: A high performance, server-centric network architecture for modular data centers. ACM SIGCOMM Computer Communication Review 39, 63--74. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. M. Held, P. Wolfe, and H. P. Crowder. 1974. Validation of subgradient optimization. Mathematical Programming 6, 62--88.Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. M. Hemmati, S. Shirmohammadi, H. Rahimi, and A. Nazari. 2012. Optimized game object selection and streaming for mobile devices. In International Conference on Information Science and Computer Applications,19--20.Google ScholarGoogle Scholar
  35. H. Hong, D. Chen, C. Huang, K. Chen, and C. Hsu. 2015. Placing virtual machines to optimize cloud gaming experience. IEEE Transactions on Cloud Computing 3, 1 (2015), 42--53.Google ScholarGoogle ScholarCross RefCross Ref
  36. C. Huang, C. Hsu, Y. Chang, and K. Chen. 2013. Gaminganywhere: An open cloud gaming system. In Proceedings of the 4th ACM Multimedia Systems Conference, ACM, 36--47. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. M. Jarschel, D. Schlosser, S. Scheuring, and T. Hossfeld. 2013. Gaming in the clouds: QOE and the users’ perspective. Mathematical and Computer Modelling 57, 2883--2894.Google ScholarGoogle ScholarCross RefCross Ref
  38. S. Kandula, S. Sengupta, A. Greenberg, P. Patel, and R. Chaiken, 2009. The nature of data center traffic: Measurements & analysis. In Proceedings of the 9th ACM SIGCOMM Conference on Internet Measurement Conference, ACM, 202--208. Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. U. Lampe, Q. Wu, S. Dargutev, R. Hans, A. Miede, and R. Steinmetz. 2014. Assessing latency in cloud gaming. In Cloud Computing and Services Science, Springer, 52--68.Google ScholarGoogle Scholar
  40. J. W. Lee, R. Mazumdar, and N. B. Shroff. 2005. Non-convex optimization and rate control for multi-class services in the Internet. IEEE Journal on Selected Areas in Communications, 13, 4, 827--840. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. L. Liu, H. Wang, X. Liu, X. Jin, W. B. He, Q. B. Wang, and Y. Chen. 2009. Greencloud: A new architecture for green data center. In Proceedings of the 6th International Conference Industry Session on Autonomic Computing and Communications Industry Session, ACM, 29--38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. G. Luo, Z. Qian, M. Dong, K. Ota, and S. Lu. 2014. Network-aware re-scheduling: Towards improving network performance of virtual machines in a data center. ICA3PP 1, 255--269.Google ScholarGoogle Scholar
  43. X. Meng, V. Pappas, and L. Zhang. 2010. Improving the scalability of data center networks with traffic-aware virtual machine placement. In Proceedings of IEEE Conference on INFOCOM, 1--9. Google ScholarGoogle ScholarDigital LibraryDigital Library
  44. R. Niranjan Mysore, A. Pamboris, N. Farrington, N. Huang, P. Miri, S. Radhakrishnan, V. Subramanya, and A. Vahdat. 2009. Portland: A scalable fault-tolerant layer 2 data center network fabric. In ACM SIGCOMM Computer Communication Review, ACM, 39--50. Google ScholarGoogle ScholarDigital LibraryDigital Library
  45. R. Nelson. 2010. Gaikai will be fee-free, utilize 300 data centers in the US. Retrieved September 12 , 2016 from https://www.engadget.com/2010/03/11/Gaikai-will-be-fee-free-utilize-300-data-centers-in-the-US/.Google ScholarGoogle Scholar
  46. POX. 2015. POX. Retrieved August 23, 2016 from https://openflow.stanford.edu/display/onl/pox+wiki.Google ScholarGoogle Scholar
  47. L. Rao, X. LIU, L. Xie, and W. Liu. 2010. Minimizing electricity cost: Optimization of distributed internet data centers in a multi-electricity-market environment. In Proceedings of IEEE Conference on INFOCOM, 1--9. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. M. Semsarzadeh, M. Hemmati, A. Javadtalab, A. Yassine, and S. Shirmohammadi. 2014. A video encoding speed-up architecture for cloud gaming. In IEEE International Conference on Multimedia and Expo Workshops (ICMEW’14), 1--6.Google ScholarGoogle Scholar
  49. Tariq Shaik. 2015. Global Cloud Gaming Market, Trends & Forecast: 2015--2020. Retrieved August 23, 2016 from https://www.infoholicresearch.com/global-cloud-gaming-market-trends-forecast-2015-2020/.Google ScholarGoogle Scholar
  50. S. Shi, C. Hsu, K. Nahrstedt, and R. Campbell. 2011. Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming. In Proceedings of the 19th ACM International Conference On Multimedia, ACM, 103--112. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. S. Shirmohammadi, M. Abdallah, D. T. Ahmed, K. T. Chen, Y. L., and A. Snyatkov. 2015. Introduction to the special section on visual computing in the cloud: Cloud gaming and virtualization. IEEE Transactions on Circuits and Systems for Video Technology 25, 1955--1959.Google ScholarGoogle ScholarCross RefCross Ref
  52. I. Slivar, M. Suznjevic, and L. Skorin-Kapov. 2015. The impact of video encoding parameters and game type on QOE for cloud gaming: A case study using the steam platform. In 7th IEEE International Workshop on Quality of Multimedia Experience (QOMEX’15), 1--6.Google ScholarGoogle Scholar
  53. Olivia B. Waxman. 2012. OnLive Launches New Company to Avoid Bankruptcy. Retrieved September 12, 2016 from http://techland.time.com/2012/08/20/onlive-launches-new-company-to-avoid-bankruptcy/.Google ScholarGoogle Scholar
  54. K. Sun and D. Wu. 2015. Video rate control strategies for cloud gaming. Journal of Visual Communication and Image Representation 30, 234--241. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. N. Tizon, C. Moreno, M. Cernea, and M. Preda. 2011. MPEG-4-based adaptive remote rendering for video games. In Proceedings of the 16th International Conference On 3D Web Technology, ACM, 45--50. Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. B. Vamanan, J. Hasan, and T. Vijaykumar. 2012. deadline-aware datacenter TCP (D2TCP). ACM SIGCOMM Computer Communication Review 42, 4, 115--126. Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. X. Wang, Y. Yao, X. Wang, K. Lu, and Q. Cao. 2012. CARPO: Correlation-aware power optimization in data center networks. In Proceedings of IEEE Infocom, 1125--1133.Google ScholarGoogle Scholar
  58. F. Wang, Z. Qian, S. Zhang, M. Dong, and S. Lu. 2015. SmartRep: Reducing flow completion times with minimal replication in data centers. ICC. 460--465.Google ScholarGoogle Scholar
  59. James Wang. 2012. Nvidia Geforce Grid—A glimpse at the future of gaming. 2012. Retrieved September 12, 2016 from http://www.geforce.com/whats-new/articles/geforce-grid.Google ScholarGoogle Scholar
  60. C. Wilson, H. Ballani, T. Karagiannis, and A. Rowtron. 2011. Better never than late: Meeting deadlines in datacenter networks. In ACM SIGCOMM Computer Communication Review 41, 4, 50--61. Google ScholarGoogle ScholarDigital LibraryDigital Library
  61. S. Zander and G. Armitage. 2004. Empirically measuring the QOS sensitivity of interactive online game players. In Proceedings of Australian Telecommunication Networks and Applications Conference (ATNAC). 511--518.Google ScholarGoogle Scholar
  62. S. Zander, I. Leeder, and G. Armitage. 2005. Achieving fairness in multiplayer network games through automated latency balancing. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACM, 117--124. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Toward Delay-Efficient Game-Aware Data Centers for Cloud Gaming

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image ACM Transactions on Multimedia Computing, Communications, and Applications
          ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 12, Issue 5s
          Special Section on Multimedia Big Data: Networking and Special Section on Best Papers From ACM MMSYS/NOSSDAV 2015
          December 2016
          288 pages
          ISSN:1551-6857
          EISSN:1551-6865
          DOI:10.1145/3001754
          Issue’s Table of Contents

          Copyright © 2016 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 21 September 2016
          • Revised: 1 April 2016
          • Accepted: 1 April 2016
          • Received: 1 December 2015
          Published in tomm Volume 12, Issue 5s

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article
          • Research
          • Refereed

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader