JOURNAL ARTICLE

The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming

Yunhua DengYusen LiRonald SeetXueyan TangWentong Cai

Year: 2017 Journal:   IEEE Transactions on Multimedia Vol: 20 (5)Pages: 1233-1245   Publisher: Institute of Electrical and Electronics Engineers

Abstract

Advances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. With MCG, a game server and a set of rendering servers for the players need to be located and launched in the clouds for each game session. We formulate an MCG server allocation problem with the objective of minimizing the total server rental and bandwidth cost charged by the cloud to support an MCG session. The MCG server allocation problem is hard to solve optimally. We propose several efficient heuristics to address the problem and carry out theoretical analysis for the proposed hill-climbing algorithm. We conduct extensive experiments using real Internet latency and cloud pricing datasets to evaluate the effectiveness of our proposed algorithms as well as several alternatives. Experimental results show that our best algorithm can achieve near-optimal cost under real-time latency constraints.

Keywords:
Computer science Cloud computing Server Session (web analytics) Latency (audio) Heuristics Virtualization The Internet Computer network Distributed computing Operating system World Wide Web

Metrics

56
Cited By
2.67
FWCI (Field Weighted Citation Impact)
50
Refs
0.92
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Image and Video Quality Assessment
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
Visual Attention and Saliency Detection
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
IoT and Edge/Fog Computing
Physical Sciences →  Computer Science →  Computer Networks and Communications
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