Authors:
Gabriel Araújo
1
;
Carlos Brito
1
;
Leonel Correia
1
;
Tuan Anh Nguyen
2
;
Jae Woo Lee
2
and
Francisco Airton Silva
1
Affiliations:
1
Federal University of Piauí (UFPI), Picos, PI, Brazil
;
2
Konkuk Aerospace Design-Airworthiness Research Institute (KADA), Konkuk University, Seoul, South Korea
Keyword(s):
Mobile Edge Computing, Online Gaming Services, Queuing Models, Performance Evaluation, Quality of Service.
Abstract:
Mobile games are very popular among young generations, especially during the worldwide Covid-19 pandemic. The pandemic has caused an enormous increase in data transactions and computation over the Internet. Computing for games often consumes a vast amount of computational resources. Nowadays, mobile devices require heavy computing tasks. For this reason, edge computing resources are essentially needed in the game industry for non-latency data transactions. However, edge computing involves many aspects that make its architecture highly complex to evaluate. Pure performance evaluation of such computing systems is necessary for real-world mobile edge computing systems (MEC) in the game industry. This paper proposes a closed queuing network to evaluate the performance of a game execution scenario in MEC. The model permits the evaluation of the following metrics: mean response time, drop rate, and utilization level. The results indicate that the variation in the number of physical machine
s (PM) and virtual machines (VM) has a similar impact on the system’s overall performance. The results also show that dropped messages can be avoided by making small calibrations on the capabilities of the VM/PM resources. Finally, this study seeks to assist the development of game computing systems at MEC without the need for prior expenses with real infrastructures.
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