A Dynamic Resource Management System for Real-Time Online Applications on Clouds

  • Dominik Meiländer
  • Alexander Ploss
  • Frank Glinka
  • Sergei Gorlatch
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7155)

Abstract

We consider a challenging class of highly interactive virtual environments, also known as Real-Time Online Interactive Applications (ROIA). Popular examples of ROIA include multi-player online computer games, e-learning and training applications based on real-time simulations, etc. ROIA combine high demands on the scalability and real-time user interactivity with the problem of efficient and economic utilization of resources, which is difficult to achieve due to the changing number of users. We address these challenges by developing the dynamic resource management system RTF-RMS which implements load balancing for ROIA on Clouds. We illustrate how RTF-RMS chooses between three different load-balancing actions and implements Cloud resource allocation. We report experimental results on the load balancing of a multi-player online game in a Cloud environment using RTF-RMS.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Real-Time Framework, RTF (2011), http://www.real-time-framework.com
  2. 2.
    Freeman, T., Keahey, K.: Flying Low: Simple Leases with Workspace Pilot. In: Luque, E., Margalef, T., Benítez, D. (eds.) Euro-Par 2008. LNCS, vol. 5168, pp. 499–509. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  3. 3.
    Deelman, E., Singh, G., Livny, M., Berriman, B., Good, J.: The Cost of Doing Science on the Cloud: The Montage Example. In: Supercomputing Conference, pp. 1–12 (2008)Google Scholar
  4. 4.
    Buyya, R., Yeo, C.S., Venugopal, S.: Market-Oriented Cloud Computing: Vision, Hype, and Reality for Delivering IT Services as Computing Utilities. In: Int. Conf. on High Performance Computing and Communications, pp. 5–13 (2008)Google Scholar
  5. 5.
    Dejun, J., Pierre, G., Chi, C.-H.: Resource provisioning of Web applications in heterogeneous clouds. In: Proceedings of the 2nd USENIX Conference on Web Application Development (2011)Google Scholar
  6. 6.
    Wei, Z., Pierre, G., Chi, C.-H.: CloudTPS: Scalable transactions for Web applications in the cloud. IEEE Transactions on Services Computing (2011) (to appear)Google Scholar
  7. 7.
    Ploss, A., Meiländer, D., Glinka, F., Gorlatch, S.: Towards the Scalability of Real-Time Online Interactive Applications on Multiple Servers and Clouds. Advances in Parallel Computing, vol. 20, pp. 267–287. IOS Press (2011)Google Scholar
  8. 8.
    Amazon Web Services, AWS (2011), http://aws.amazon.com
  9. 9.
    Nae, V., Iosup, A., Prodan, R., Fahringer, T.: The Impact of Virtualization on the Performance of Massively Multiplayer Online Games. In: 8th Annual Workshop on Network and Systems Support for Games (NetGames), pp. 1–6 (2009)Google Scholar
  10. 10.
    Valente, L., Conci, A., Feijó, B.: Real Time Game Loop Models for Single-Player Computer Games. In: SBGames 2005 – IV Brazilian Symposium on Computer Games and Digital Entertertainment (2005)Google Scholar
  11. 11.
    Glinka, F., Ploss, A., Gorlatch, S., Müller-Iden, J.: High-Level Development of Multiserver Online Games. International Journal of Computer Games Technology 2008, 1–16 (2008)CrossRefGoogle Scholar
  12. 12.
    Nurmi, D., Wolski, R., Grzegorczyk, C., et al.: The Eucalyptus Open-Source Cloud-Computing System. In: 9th IEEE/ACM International Symposium on Cluster Computing and the Grid, pp. 124–131. IEEE Computer Society (2009)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Dominik Meiländer
    • 1
  • Alexander Ploss
    • 1
  • Frank Glinka
    • 1
  • Sergei Gorlatch
    • 1
  1. 1.University of MuensterGermany

Personalised recommendations