Integrating peer-to-peer and cloud computing for massively multiuser online games (Articolo in rivista)

Type
Label
  • Integrating peer-to-peer and cloud computing for massively multiuser online games (Articolo in rivista) (literal)
Anno
  • 2013-01-01T00:00:00+01:00 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#doi
  • 10.1007/s12083-013-0232-4 (literal)
Alternative label
  • Kavalionak H., Carlini E., Ricci L., Montresor A., Coppola M. (2013)
    Integrating peer-to-peer and cloud computing for massively multiuser online games
    in Peer-to-peer networking and applications (Print)
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • Kavalionak H., Carlini E., Ricci L., Montresor A., Coppola M. (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#url
  • http://link.springer.com/article/10.1007/s12083-013-0232-4 (literal)
Rivista
Note
  • Scopu (literal)
  • PuMa (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • University of Trento, Italy; CNR-ISTI, Pisa, Italy; Università of Pisa, Italy; University of Trento, Italy; CNR-ISTI, Pisa, Italy (literal)
Titolo
  • Integrating peer-to-peer and cloud computing for massively multiuser online games (literal)
Abstract
  • Cloud computing has recently become an attractive solution for massively multiplayer online games, also known as MMOGs, as it lifts operators from the burden of buying and maintaining large amount of computational, storage and communication resources, while offering the illusion of infinite scalability. Yet, cloud resources do not come for free: a careful orchestration is needed to minimize the economical cost. This paper proposes a novel architecture for MMOGs that combines an elastic cloud infrastructure with user-provided resources, to boost both the scalability and the economical sustainability provided by cloud computing. Our system dynamically reconfigures the platform while managing the trade-off between economical cost and quality of service, exploiting user-provided resources whenever possible. Simulation results show that a negligible reduction in the quality of service can reduce the cost of the platform up to 60% percent. (literal)
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