@larGe: Massivizing Online Games using Cloud Computing Alexandru Iosup Parallel and Distributed Systems Group, Delft University of Technology, The Netherlands VENI – @larGe: Massivizing Online Games using Cloud Computing 1 Cloud Computing VENI – @larGe: Massivizing Online Games using Cloud Computing Joe’s Small Online Gaming Studio # of Users Predictor + IT Source ($) My research: Dynamic Cloud + @minutes (1$-1M$) Exponential growth Year Dynamic Own @90 days + (10M$/iter) Static + Own (100M$) Variability is Joe’s unsolved problem VENI – @larGe: Massivizing Online Games using Cloud Computing The Scientific Challenge Variability is one of the few unsolved problems in Computer Science Devise a software and hardware architecture that can tolerate high variability without service degradation, just by adding more resources. • • • • • Grow and shrink infrastructure automatically Replace faulty parts automatically Automation is efficient One support engineer regardless of scale I’ve tackled similar problems for grids and P2P systems VENI – @larGe: Massivizing Online Games using Cloud Computing Research Challenge Variability = Player + Non-Player Interaction ? ? ? VENI – @larGe: Massivizing Online Games using Cloud Computing Research Challenge New IT Fabric = Cloud + New Variability-Aware Methods ? VENI – @larGe: Massivizing Online Games using Cloud Computing What if Joe is not into Gaming? e-Science e-Collaboration e-Architecture VENI – @larGe: Massivizing Online Games using Cloud Computing Extra Slides VENI – @larGe: Massivizing Online Games using Cloud Computing 8 Why Am I the Person to Work on This? Why Should the Netherlands Fund This? • Gaming is entertainment branch with highest revenue Human Capital: • NL is 27th + “A longer-term challenge for some European countries is encouraging more graduates to choose sciencerelated subjects.” but Source: The Economist, Benchmarking IT industry competitiveness 2009 http://portal.bsa.org/2009eiu/study/2009_eiu_global.pdf Gaming, the New World Exponential growth Sources: MMOGChart, own research. • • • • • Market: 7BN$/year 250,000,000+ players 10,000+ online games Success kills small companies Only big companies can join market (1BN+) Sources: ESA, MPAA, RIAA. Stop innovating and the growth stops tomorrow! VENI – @larGe: Massivizing Online Games using Cloud Computing 11 MSG, MMOG, MMO, … up to 40% operation costs Massivized Online Games = online games with massive numbers of players (100K+), for which the social interaction improves the experience 1. Virtual world Old variability source + up to 40% revenue 2. Game data Player activity, stats, and (social) relationships Romeo and Juliet “Data deluge” = New variability source VENI – @larGe: Massivizing Online Games using Cloud Computing 12 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
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