Advertisement

Cluster Computing

, Volume 22, Supplement 1, pp 1035–1041 | Cite as

Optimized state update for mobile games in cloud networks

  • Hye-Young Kim
  • Kuinam J. KimEmail author
Article

Abstract

The emergence of mobile cloud computing indicates that abundant applications such as mobile games are available. Clouds have many interesting characteristics including on demand service, measured service, scalable elastic service, “anytime, anywhere” network access in cloud networks. Benefit due to the service controlled by communication between objects is now being increased by people who use these services in real life. In a very large scale mobile gaming environment with limited wireless network bandwidth, the command that game users give should be reflected to the game immediately and should be transferred to several objects at once, and it takes a certain amount of time to get the command pass to other users. An efficient mechanisms for state update are crucial to allow graceful real time interaction for many players and limited network bandwidth. Therefore, we propose a scheme for an optimized state update based on event locking and analytical models for mobile game in this paper. We design and implement the gaming server applying to our proposed scheme. The experimental results show that the proposed scheme can effectively improve the performance for mobile games and reduce communication overhead in cloud networks.

Keywords

State update Cloud networks Mobile game Event locking 

Notes

Acknowledgements

This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT & Future Planning (No. 2016RIA2B4012386) and this work was supported by 2017 Hongik University Research Fund.

References

  1. 1.
    Luigi, A., Antonio, I., Giacomo, M.: The internt of things: a survey. Comput. Netw. 54, 2787–2805 (2010)CrossRefzbMATHGoogle Scholar
  2. 2.
    IBM: Bringing Big Data to the Enterprise. http://www-01.ibm.com/software/data/bigdata/. Accessed 10 July 2012
  3. 3.
    Michael, A., Armando, F., Anthony, J., Randy, K., Andrew, K., Gunho, L., David, P., Ariel, R., Ion, S.: Above the clouds. In: A Berkeley View of Cloud Computing (2009)Google Scholar
  4. 4.
    CATT: Access control of MTC devices (r2-100182). Technical Report, Ashton, That “Internet of Things (2010)Google Scholar
  5. 5.
    Arroyo-Palacios, J., Slater, M.: Dancing with physio: a mobile game with physiologically aware virtual humans. IEEE Trans. Affect. Comput. 7(4), 326–336 (2016)CrossRefGoogle Scholar
  6. 6.
    Paul, E., Daniel, R., Florian, W., Georg, C.: A study of network stack latency for game servers. In: Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, vol. 15 (2014)Google Scholar
  7. 7.
    Yang, J., Jiang, B., Lv, Z., Choo, K.K.R.: A task scheduling algorithm considering game theory designed for energy management in cloud computing. Future Gener. Comput. Syst. (2017). doi: 10.1016/j.future.2017.03.024
  8. 8.
    Mustafa, M., Sherif, K., Fatma, A.: Prediction mechanisms for monitoring state of cloud resources using Markov chain model. J. Parallel Distrib. Comput. 96, 163–171 (2016)CrossRefGoogle Scholar
  9. 9.
    Al-Sayed, M.M., Khattab, S., Omara, F.: Resource monitoring algorithms evaluation for cloud environment. Int. J. Comput. Sci. Secur. 7(5), 159–174 (2013)Google Scholar
  10. 10.
    Yi, H., Tansu, A., Jeffrey, C., Christopher, L., Benjamin, I.P.: Game theoretical approach to defend against co-resident attacks in cloud computing: preventing co-residence using semi-supervised learning. IEEE Trans. Inf. Forensics Secur. 11(3), 556–570 (2016)CrossRefGoogle Scholar
  11. 11.
    Qin, W., et al.: RestThing: A Restful Web service infrastructure for mash-up physical and Web resources. Proc. EUC 2011, 197–204 (2011)Google Scholar
  12. 12.
    Swallow, B.: 5 trends shaping the mobile gaming industry. In: Mashable.com http://mashable.com/2011/07/13/mobile-gaming-trends/ (2011)
  13. 13.
    Lika, O., Dario, F., Natalia, N., Ozren, K., Zlatko, S.: Challenges in development of RPG mobile application. In: CASEmobile, pp. 99–104 (2013)Google Scholar
  14. 14.
    Yang, Y., Li, Z., Larry, S., Ethan, Y., Hua, X.: Cross-layer optimization for state update in mobile gaming. IEEE Trans. Multimed. 10(5), 701–710 (2008)CrossRefGoogle Scholar
  15. 15.
    Dijiang, H., Tianyi, X., Huijun, W.: Mobile cloud computing service models: a user-centric approach. IEEE Netw. 27(5), 6–11 (2013)CrossRefGoogle Scholar
  16. 16.
    Jisu, P., HeonChang, Y., KwangSik, C., EunYoung, L.: Markov chain based monitoring service for fault tolerance in mobile cloud computing. In: IEEE Workshops of International Conference on Advanced Information Networking and Applications (WAINA), pp. 520–525 (2011)Google Scholar
  17. 17.
  18. 18.
    Francis, O., Colin, P.: The current state of understanding of the energy efficiency of cloud computing. In: Proceeding of the IEEE 11th International Conference on Trust, Security and Privacy in Computing and XCommunications, pp. 1948–1953 (2012)Google Scholar
  19. 19.
    Goel, S., Morris, K.D.: Dead-reckoning for aircraft in distributed interactive simulation. In: Proceedings of the AIAA Flight Simulation TechnologyGoogle Scholar

Copyright information

© Springer Science+Business Media, LLC 2017

Authors and Affiliations

  1. 1.Major in Game Software, School of GamesHongik UniversityJochiwon-eupRepublic of Korea
  2. 2.Department of Convergence SecurityKyonggi UniversitySuwon-siRepublic of Korea

Personalised recommendations