1 @larGe : Massivizing Online Games using Cloud Computing Alexandru Iosup Parallel and Distributed...
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Transcript of 1 @larGe : Massivizing Online Games using Cloud Computing Alexandru Iosup Parallel and Distributed...
1
@larGe: Massivizing Online Games
using Cloud Computing
Alexandru IosupParallel and Distributed Systems Group,
Delft University of Technology,The Netherlands
VENI – @larGe: Massivizing Online Games using Cloud Computing
Joe’s Small Online Gaming Studio
Variability is Joe’s Variability is Joe’s unsolvedunsolved problem problem
Predictor +
IT Source ($)
Dynamic@90 days
Own (10M$/iter)
Dynamic@minute
s
Cloud(1$-1M$)
Static Own (100M$)Year
# o
f U
sers Exponential
growth
+
+
+
VENI – @larGe: Massivizing Online Games using Cloud Computing
My research:
The Scientific Challenge
Devise a software and hardware architecture that can tolerate high variability without service degradation, just by adding more resources. • Grow and shrink infrastructure automatically• Replace faulty parts automatically• Automation is efficient• One support engineer regardless of scale• I’ve tackled similar problems for grids and P2P systems
VENI – @larGe: Massivizing Online Games using Cloud Computing
Variability is one of the Variability is one of the fewfew unsolvedunsolved problems in Computer Scienceproblems in Computer Science
Variability = Player + Non-Player
Interaction
?
?
?
VENI – @larGe: Massivizing Online Games using Cloud Computing
Research Challenge
New IT Fabric = Cloud + New Variability-Aware Methods
?
VENI – @larGe: Massivizing Online Games using Cloud Computing
Research Challenge
What if Joe is not into Gaming?
e-Science
e-Collaboratione-Architecture
VENI – @larGe: Massivizing Online Games using Cloud Computing
Why Should the Netherlands Fund This?• Gaming is entertainment branch with highest
revenue
Source: The Economist, Benchmarking IT industry competitiveness 2009 http://portal.bsa.org/2009eiu/study/2009_eiu_global.pdf
Human Capital:• NL is 27th +“A longer-term
challenge for some European countries is encouraging more graduates to choose science-related subjects.”but
VENI – @larGe: Massivizing Online Games using Cloud Computing 11
Sources: MMOGChart, own research. Sources: ESA, MPAA, RIAA.
Gaming, the New World
• Market: 7BN$/year • 250,000,000+ players • 10,000+ online games• Success kills small
companies• Only big companies can
join market (1BN+)
Exponential growth
Stop innovating and Stop innovating and the growth the growth stopsstops tomorrow! tomorrow!
VENI – @larGe: Massivizing Online Games using Cloud Computing 12
MSG, MMOG, MMO, …
1. Virtual world
+
2. Game dataPlayer activity, stats, and (social) relationships
Romeo and Juliet
Massivized Online Games =
online games with massive numbers of players (100K+), for which the social interaction improves the experience
“Data deluge” = New variability source
up to 40% revenue
up to 40% operation costs
Old variability source
Is Lack of Data a Risk? (Reviewer #2)Situation world-wide
• “Unfortunately, I am not able to release any of the data. Sony still considers it proprietary, and we can't control that.” – Sony “releases” EverQuest data
• “Unfortunately, CCP won't allow me to make their data publicly available for EVE Online.” – CCP “releases” EVE Online data
My situation: NO Risk• Spent three years collecting data for gaming and clouds
• KGS, OpenTTD, RuneScape, WoW, AmazonWS, GoogleAE, RightScale
• Prior to this, spent five years collecting data for grids, P2P, general
The Grid Workloads Archive• 6 traces online, over 20 in total• Toolset for analysis/statistical modeling
Why Near-Real-Time Gaming Analytics?(Reviewer #2)Situation world-wide
• More detailed/faster analysis is constant concern• “Data deluge” in E-Science etc.• TNO thinks it’s big
Online Gaming• Three years ago gaming analytics was not a market• Last year Zynga made ~700M$, mainly from it• Playtomic, Kontangent, Mochibot: using own infrastructure,
reduced refresh time from weeks to hours (minutes, early 2011)
• Zillians thinks it’s big