Dynamic Resource Provisioning for Cloud-Based Gaming Infrastructures
Modern Massively Multiplayer Online Games (MMOGs) allow hundreds of thousands of players to interact with a large, dynamic virtual world. Implementing a scalable MMOG service is challenging because the system is subject to high workload variability, and nevertheless must always operate under very strict Quality of Service (QoS) requirements. Traditionally, MMOG services are implemented as large dedicated IT infrastructures with aggressive over-provisioning of resources in order to cope with the worst-case workload scenario. In this paper, the authors address the problem of building a large-scale, multi-tier MMOG service using resources provided by a Cloud computing infrastructure.