An Efficient Hybrid P2P MMOG Cloud Architecture for Dynamic Load Management. Ginhung Wang, Kuochen Wang
|
|
|
- Darlene Johnston
- 10 years ago
- Views:
Transcription
1 1 An Efficient Hybrid MMOG Cloud Architecture for Dynamic Load Management Ginhung Wang, Kuochen Wang Abstract- In recent years, massively multiplayer online games (MMOGs) become more and more popular. We combine cloud computing with MMOGs to increase flexibility of resource allocation. In an MMOG cloud environment, we use virtual machines (VMs), instead of traditional physical game servers. A game world is divided into several game regions. Each game region is serviced by at least one VM. Peer-to-peer () cloud computing is a new approach that combines high computation power, scalability, reliability and efficient information sharing of servers. This paper proposes a hybrid cloud architecture for MMOGs which includes two-level load management, multi-threshold load management for each game server and load management among game servers. It is suitable for players to interact with cloud servers and it avoids bottlenecks of the current multi-server MMOG architecture. Simulation results show that the proposed hybrid cloud architecture can reduce the average response time by 20.6% compared to the multi-server architecture under medium to high load through flexible allocation of resources (virtual machines). Key words: cloud computing, load management, massively multiplayer online game, peer-to-peer, resource allocation. propose a hybrid cloud architecture for MMOGs which includes two-level load management: multi-threshold load management for each game server and load management among game servers to resolve current architecture drawbacks. II. RELATED WORK A. Client-server MMOG architecture Client-server MMOG architecture has players (clients) that send requests to a single server. It is simple and easy to implement, but it is less scalable. As shown in Figure 1, commands from players must go through a single server, and the single server handles commands and returns state updates to players. The single server must be in the presence of insufficient bandwidth and copious waiting time for players. To resolve the problems, there are several approaches [13] to distribute traffic among multiple servers, such as a mirrored server [14], generic proxy [15], or booster box [16]. Server I. INTRODUCTION MMOGs have emerged in the past decade as a new type of large-scale distributed applications. An MMOG is a real-time virtual world with many players across the real world. Traditionally, MMOGs operate as multi-server architecture which is composed of many game servers. Game servers simulate a virtual game world. They receive and process commands from clients (players), and inter-operate with a billing and accounting system [1]. To support ever more and more players, MMOG environments require a new architecture with a high degree of flexibility to respond to environmental changes, including load change. Therefore, in this paper, we propose a hybrid cloud architecture for MMOGs to provide flexible resource usages to deal with load change. The game providers need to install and operate a large infrastructure, with hundreds to thousands of computers for each game [2]. For example, the operating infrastructure of an MMOG, World of Warcraft, has over 10,000 computers [3]. The traditional solutions to decrease server loads are deploying more servers to the heavy-loaded areas [2]. This solution is simple but has limitation of scalability. The other solution is using the multi-server architecture, where game servers can be added to heavy-loaded areas on demand. In this paper, we Player B. Multi-server MMOG architecture Request State Update Figure 1: Client-server MMOG architecture [28]. Multi-server MMOG architecture [5] has various kinds of servers which provide different functionalities as shown in Figure 2. The various servers are described as follows [5] Master Server handles access of players and communicates with operated servers. It assists players logging in a zone server and transfers data of players to the corresponding zone server from the character server. Character Server is mainly stored the data of players. It assists players in using the same characters on any zone servers. World Daemon transfers players from a zone server to another zone server that players expected. It also monitors each load of zone servers. is composed of zone servers and mainly serves players. A zone server is assigned to serve a specific zone. A client moves
2 2 between zone servers. A client sends a request to an interested zone server. World Daemon Master Server Character Server World Daemon Game servers cloud consists a number of game servers and a game server has a number of virtual machines (VMs) to serve players. A game server receives requests from players, calculates new game states in regions, and responses to players. A game server is also in charge of creating accounts for players when they login for the first time. Players move between game regions of a game world. The load of a game region increases when players move into the game region. Character database stores the data of players, such as equipment, rank, site, etc. The backup method is based on backup method of hadoop. Game regions data storage maintains game states in each region. It also backups game states and object states in each game region. Figure 2: MMOG multi-server architecture [5] In this MMOG multi-server architecture, the players in the same zone connect to the specific zone server. Some zone servers will suffer heavy load if many players move into the same zone. Hence, load balancing is needed to prevent the downgrade of service. In [10], it creates a management server that monitors zone servers and decides a load balancing strategy. In this case, the management server would become the bottleneck of the system [8]. C. cloud computing architecture As shown in Figure 3 [12], the architecture includes three basic roles: User, Central Peer and Side Peer. The Central Peer and Side Peer form two networks, called central network and side network, respectively. The central network mainly maintains metadata of dynamic mapreduce and backups DHT storage cloud. The side network is mainly used to provide storage and computing resources. Send Request Return Result Dynamic MapReduce Cloud Architecture Send/Receive Computing Result C3 Central Network C2 Players Master server Game server Database Request Response B. Game server cloud Game servers cloud In MMOG environments, there are huge messages, especially communication messages between players. Game servers use a protocol to exchange load information and game region data. Game servers also use the protocol to exchange the information of players. By flooding, each game server can know the other game servers load. When a game server is overloaded, it will migrate some players to other game servers by the proposed game server load management procedure. T 4 T 3 C/S C/S L5 (Heavy) L4 (High) Game regions data storage Hybrid MMOG Cloud Character database Figure 4: Hybrid MMOG Cloud architecture Upload/Download Data DHT Storage Cloud Upload/Download Data C1 Side Network L3 (Medium) Figure 3: Cloud computing architecture based on [12] T 2 T 1 L2 (Low) L1 (Light) III. PROPOSED HYBRID MMOG CLOUD ARCHITECTURE A. Proposed cloud architecture MMOG environments require a high degree of flexibility to respond to environmental changes, including load change. Thus, we combine cloud computing with MMOGs to increase flexibility of resource allocation. The proposed cloud architecture includes four basic components: game server cloud, players, character database and game regions data storage, as shown in Figure 4. We introduce each component s characteristics as follows: Figure 5: Multi-threshold load management C. Cloud Computing Load management In the game servers cloud, we allocate VMs from game servers to service game regions. Game regions do not setup on specific virtual machines. In this way, it could help the system to get high scalability. We do not use a single master server in the game servers cloud, Game servers communication is based on a protocol. Game servers can exchange load information by flooding in the protocol. Game servers can perform load management by themselves, and a game server is also in charge
3 3 of creating accounts for players when they login for the first time. This way can help resource allocation more efficient. The multi-threshold load management focuses on VMs management. We use four thresholds (T 1, T 2, T 3, and T 4 ) to define five loading layers (L 1, L 2, L 3, L 4, and L 5 ) for each VM. T 1 is the lower bound of VM load. T 2 and T 3 define two preferred loading layers to service players. T 4 is the upper bound of VM load. As shown in Figure 5, each loading layer represents a different load and status. L 1 (Light): For a VM i operating in this layer, its players will be migrated to another VM j serving the same region in L 3, L 2, or L 4 (selection order). After the players in VM i are migrated out, VM i will be released. L 2 (High): For a VM i with maximal load in this layer, it can provide capacity for a VM j in L 5 to migrate its players to this VM i L 3 (Medium): It is the optimal layer for VMs to stay. L 4 (Low): For a VM i operating in this layer, its loading is slightly high, but is tolerable. L 5 (Light): For a VM i operating in this layer, part of its players will be migrated to another VM j serving the same region in L 2, L 3, or L 1 ( selection order) if there are available VMs in these layers; If there are no VMs in these layers, the game server load management will be executed. Figure 6 and Figure 7 show the flow chart of the multi-threshold load management algorithm. The details of the multi-threshold load management algorithm are described in the following. 1) We monitor the VMs in each game region and sort the VMs in each game region according to their loadings in an ascending order. 2) If the VM in L 5 is empty, go to step 7. Otherwise, go to step 3. Sort the VMs in each region according to their loadings in ascending order Is L5 empty? Is L2 empty? Is L3 empty? Is L1 empty? Execute VM creating procedure A 3) In this step, we know some VMs exist in L 5. We check if there are VMs in L 2. If there are VMs in L 2, we migrate maximal load in L5 to in L2 minimal load in L5 to in L3 minimal load in L5 to VMj with maximal load in L1 Figure 6: Multi-threshold local load management algorithm (1/2) VMi with maximal load in L 5 to the VM j with minimal load in L 2, and then go to step 2. Otherwise, go to step 4. 4) We check if there are VMs in L 3. If there are VMs in L 3, we migrate VM i with minimal load in L5 to the VM j with minimal load in L 3, and then go to step 2. Otherwise, go to step 5. 5) We check if there are VMs in L 1. If there are VMs in L 1, we migrate VM i with minimal load in L 5 to the VM j with minimal load in L 1, and then go to step 2. Otherwise, go to step 6. 6) Executing the VM creating procedure to create a VM to share the load in this game region. 7) In this step, we start to release VMs. Check if there is any VM in L 1. If there is no VM in L 1, exit this procedure. Otherwise, go to step 8. 8) We check if there are VMs in L 3. If there are VMs in L 3, we minimal load in L 3, release VM i, and then go to step 7. Otherwise, go to step 9. 9) We check if there are VMs in L 2. If there are VMs in L 2, we maximal load in L 2, release VM i, and then go to step 7. Otherwise, go to step ) We check if there are VMs in L 4. If there are VMs in L 4, we maximal load in L 4, release VM i, and then go to step 7. Otherwise, exit the procedure. A Is L1 empty? Is L3 empty? Is L2 empty? Is L4 empty? minimal load in L1 to in L3 maximal load in L1 to in L2 When a game region needs a new VM, the VM creating procedure is executed, as shown in Figure 8. Firstly, the game server checks its resource. If it has enough resources, the game server will create a new VM to service the game region. If not, the game server will turn down the VM creating request. The game server executes the game server load management procedure to transfer players to another game server. Release VMi minimal load in L1 to in L4 Figure 7: Multi-threshold local load management algorithm (2/2)
4 4 In the game server load management procedure, we mainly consider the physical distance between players and game servers, because players need to be served with low response time. As shown in Figure 9, firstly we find a neighboring game server who is serving the same game region and has the lowest load. If not available, we select a neighboring game server that is not serving the same game region and has the lowest load. If not available, we select a distant game server that has capacity to service more players. The selected game server will service the migrated players. Finally, if we could not find a game server who has capacity to service more players, then it means all game servers are overloading. total number of responses in a game server j, j is the j th game server, and m is total number of game servers Create a new VM Activate the VM to service the region Does the game server have enough resource to create a VM Turn down the VM creating request Execute the game server load management procedure IV. SIMULATION A. Simulation setup and evaluation metrics We use CloudSim [12] to simulate players behaviors by sending service requests to game servers. Players requests were collected from Stendhal MMORPG using Wireshark. The Stendhal MMORPG is running on Intel i GHz CPU with 512 MB RAM and 100 Mbps Ethernet. The average service time to serve a request is 0.2 ms. There are three game servers and the upper bound of the response time is set to 300 ms according to [11]. Each game server can create at most 40 VMs. The capability of a VM is 2000 MIPS with 1024 MB RAM and 100 Mbps Ethernet (P3 capability). Each VM can support at most 59 players (obtained from CloudSim). The total number of game regions is 30. In addition, a game region is served by at least one VM, if there are players. The average response time is defined as the elapsed time between the time a player sends a request to the time that a player actually receives the response, which is formulized as follows: B. Comparison between multi-server and hybrid cloud Figure 10 shows the average response time of the multi-server architecture and proposed hybrid cloud architecture. The multi-server architecture has the lower response time initially because a regional server s capacity is higher than a VM s. When the number of players increases to 3490, the multi-server architecture has higher response time. This is because its regional servers serve specific game regions. As a result, players are queued up for a specific regional server. In our architecture, each VM has lower capacity, but our architecture has higher scalability. VMs can be migrated to a busy game region and the response time of players can be reduced. Because of this, our architecture performs better after the number of players exceeding Figure 8: VM creating procedure where T avg is average response time, TRi is the time interval for player to receive a response, and i is the i th request. TS i the time interval for player j to send a request, and i is the i th request. p is the total number of player j. n j is is the total number of requests for player j. k is the k th round, and m is the total rounds of execution. The average deadline miss ratio is defined as the response time being more than a real time bound, and we set the real time bound to 300 ms according to [11], which is formulized as follows: where Davg is deadline miss ratio, RD j is the total number of responses that miss the deadline in a game server j, RT j is the Is there a neighboring game server who is serving the same game region and has he capacity to service more players Transfer some players from calling game server to this game server Is there a neighboring game server who is not serving the same game region and has the capacity to service more players All game servers are overloading Is there a game server who has capacity to service more players Figure 9: Game server load management procedure Figure 11 shows the deadline miss ratio between the multi-server architecture and proposed hybrid cloud architecture. In the multi-server architecture, it has the lower deadline miss ratio under lower number of players. It shows that with enough resources in the multi-server architecture, the multi-server architecture can have good performance. The proposed architecture has a smaller deadline miss ratio under medium to high load than the multi-server architecture.
5 5 A. Concluding remarks V. CONCLUSION In this paper, we propose a hybrid cloud architecture which includes multi-threshold load management and game server load management for MMOG cloud environments. The multi-threshold load management can make the utilization of virtual machines more efficient. The game server load management transfers some players from an overloaded game server to a neighbor game server with available capacity. The proposed hybrid cloud architecture can support 10.31% more players under no deadline (300 ms) miss compared to the multi-server architecture. The proposed hybrid cloud architecture can reduce the average response time by 20.6% compared to the multi-server architecture under medium to high load through flexible allocation of resources (virtual machines). The proposed architecture also has a 27.9% smaller deadline miss ratio than the multi-server architecture under medium to high load. Figure 10: Average response time between multi-server and proposed hybrid cloud architecture. Figure 11: Deadline miss ratio between multi-server and proposed hybrid cloud architecture. VI. REFERENCES [1] A. Shaikh, S. Sahu, M.-C. Rosu, M. Shea, and D. Saha, On demand platform for online games, IBM Systems Journal, vol. 45, no. 1, pp. 7 20, [2] B. Hack, M. Morhaime, J.-F. Grollemund, and N. Bradford, Introduction to vivendi games, [Online] Available: Jun [3] S. Sukhyun, et al., "Blue Eyes: Scalable and reliable system management for cloud computing," in Proceedings of the IEEE International Symposium on Parallel & Distributed Processing, pp. 1-8, [4] V. Nae, A. Iosup, and R. Prodan, "Dynamic resource provisioning in massively multiplayer online games," IEEE Transactions on Parallel and Distributed Systems, vol. PP, pp. 1-1, [5] Torque MMO Kit - Server Architecture hitecture [6] A. E. Rhalibi and M. Merabti, "Interest management and scalability issues in MMOG," in Proceedings of the Consumer Communications and Networking Conference, pp , [7] X.-B. Shi, D. Yang, L. Du, and Z.-W. Wang, "Research on service management techniques for MMOG," in Proceedings of the International Conference on Internet Technology and Applications, pp. 1-4, [8] P. Zhao, T.-l. Huang, C.-x. Liu, and X. Wang, "Research of architecture based on cloud computing," in Proceedings of the International Conference on Intelligent Computing and Integrated Systems, pp , [9] C. Carter, A. E. Rhalibi, M. Merabti, and A. T. Bendiab, "Hybrid client-server, peer-to-peer framework for MMOG," in Proceedings of IEEE International Conference on Multimedia and Expo, pp , [10] Q. Zhaoyang and W. Yanguang, "The design of the substation simulation model of distributed virtual environment," in Proceedings of the Second International Symposium on Computational Intelligence and Design, pp , [11] B. Hariri, S. Shirmohammadi, and M. R. Pakravan, "A distributed topology control algorithm for based simulations," in Proceedings of the Distributed Simulation and Real-Time Applications, IEEE International Symposium, pp , [12] CloudSim: A Framework For Modeling And Simulation Of Cloud Computing Infrastructures And Services [13] E. Cronin, B. Filstrup, A.R. Kurc, and S. Jamin, An efficient synchronization mechanism for mirrored game architectures," in Proceedings of the 1st workshop on Network and system support for games, pp.67-73, ACM Press, [14] E. Cronin, B. Filstrup, and A. Kurc, A distributed multiplayer game server system," University of Michigan Course Project Report, May [15] M. Mauve, S. Fischer, and J. Widmer, A generic proxy system for networked computer games," in Proceedings of the 1st workshop on Network and system support for games, pp.25-28, ACM Press, [16] D. Bauer, S. Rooney, and P. Scotton, Network infrastructure for massively distributed games," in Proceedings of the 1st workshop on Network and system support for games, pp.36-43, ACM Press, 2002.
Figure 1. The cloud scales: Amazon EC2 growth [2].
- Chung-Cheng Li and Kuochen Wang Department of Computer Science National Chiao Tung University Hsinchu, Taiwan 300 [email protected], [email protected] Abstract One of the most important issues
Cost Effective Selection of Data Center in Cloud Environment
Cost Effective Selection of Data Center in Cloud Environment Manoranjan Dash 1, Amitav Mahapatra 2 & Narayan Ranjan Chakraborty 3 1 Institute of Business & Computer Studies, Siksha O Anusandhan University,
Benchmarking the Performance of XenDesktop Virtual DeskTop Infrastructure (VDI) Platform
Benchmarking the Performance of XenDesktop Virtual DeskTop Infrastructure (VDI) Platform Shie-Yuan Wang Department of Computer Science National Chiao Tung University, Taiwan Email: [email protected]
Sla Aware Load Balancing Algorithm Using Join-Idle Queue for Virtual Machines in Cloud Computing
Sla Aware Load Balancing Using Join-Idle Queue for Virtual Machines in Cloud Computing Mehak Choudhary M.Tech Student [CSE], Dept. of CSE, SKIET, Kurukshetra University, Haryana, India ABSTRACT: Cloud
A Survey of MMORPG Architectures
A Survey of MMORPG Architectures Sakib R Saikia March 20, 2008 Abstract This paper discusses the main architectural considerations for a Massively Multiplayer Online Role Playing Games. It outlines the
Comparison between client-server, peer-to-peer and hybrid architectures for MMOGs
Comparison between client-server, peer-to-peer and hybrid architectures for MMOGs Vítor de Albuquerque Torreão School of Electronics and Computer Science University of Southampton Southampton, United Kingdom
Heterogeneous Workload Consolidation for Efficient Management of Data Centers in Cloud Computing
Heterogeneous Workload Consolidation for Efficient Management of Data Centers in Cloud Computing Deep Mann ME (Software Engineering) Computer Science and Engineering Department Thapar University Patiala-147004
International Journal of Scientific & Engineering Research, Volume 6, Issue 4, April-2015 36 ISSN 2229-5518
International Journal of Scientific & Engineering Research, Volume 6, Issue 4, April-2015 36 An Efficient Approach for Load Balancing in Cloud Environment Balasundaram Ananthakrishnan Abstract Cloud computing
A Dynamic Resource Management with Energy Saving Mechanism for Supporting Cloud Computing
A Dynamic Resource Management with Energy Saving Mechanism for Supporting Cloud Computing Liang-Teh Lee, Kang-Yuan Liu, Hui-Yang Huang and Chia-Ying Tseng Department of Computer Science and Engineering,
Energy Constrained Resource Scheduling for Cloud Environment
Energy Constrained Resource Scheduling for Cloud Environment 1 R.Selvi, 2 S.Russia, 3 V.K.Anitha 1 2 nd Year M.E.(Software Engineering), 2 Assistant Professor Department of IT KSR Institute for Engineering
How To Understand Cloud Computing
Overview of Cloud Computing (ENCS 691K Chapter 1) Roch Glitho, PhD Associate Professor and Canada Research Chair My URL - http://users.encs.concordia.ca/~glitho/ Overview of Cloud Computing Towards a definition
Keywords Distributed Computing, On Demand Resources, Cloud Computing, Virtualization, Server Consolidation, Load Balancing
Volume 5, Issue 1, January 2015 ISSN: 2277 128X International Journal of Advanced Research in Computer Science and Software Engineering Research Paper Available online at: www.ijarcsse.com Survey on Load
Quantifying the Performance Degradation of IPv6 for TCP in Windows and Linux Networking
Quantifying the Performance Degradation of IPv6 for TCP in Windows and Linux Networking Burjiz Soorty School of Computing and Mathematical Sciences Auckland University of Technology Auckland, New Zealand
Setting deadlines and priorities to the tasks to improve energy efficiency in cloud computing
Setting deadlines and priorities to the tasks to improve energy efficiency in cloud computing Problem description Cloud computing is a technology used more and more every day, requiring an important amount
Enhanced Load Balancing Approach to Avoid Deadlocks in Cloud
Enhanced Load Balancing Approach to Avoid Deadlocks in Cloud Rashmi K S Post Graduate Programme, Computer Science and Engineering, Department of Information Science and Engineering, Dayananda Sagar College
PERFORMANCE ANALYSIS OF PaaS CLOUD COMPUTING SYSTEM
PERFORMANCE ANALYSIS OF PaaS CLOUD COMPUTING SYSTEM Akmal Basha 1 Krishna Sagar 2 1 PG Student,Department of Computer Science and Engineering, Madanapalle Institute of Technology & Science, India. 2 Associate
CDBMS Physical Layer issue: Load Balancing
CDBMS Physical Layer issue: Load Balancing Shweta Mongia CSE, School of Engineering G D Goenka University, Sohna [email protected] Shipra Kataria CSE, School of Engineering G D Goenka University,
Dynamic Round Robin for Load Balancing in a Cloud Computing
Available Online at www.ijcsmc.com International Journal of Computer Science and Mobile Computing A Monthly Journal of Computer Science and Information Technology IJCSMC, Vol. 2, Issue. 6, June 2013, pg.274
004.738.5:378.091.214.18 ADJUSTING THE MASSIVELY OPEN ONLINE COURSES IN CLOUD COMPUTING ENVIRONMENT 9
004.738.5:378.091.214.18 ADJUSTING THE MASSIVELY OPEN ONLINE COURSES IN CLOUD COMPUTING ENVIRONMENT 9 Aleksandar Karadimce, MSc University of information science and technology St. Paul the Apostle Ohrid,
Dynamic resource management for energy saving in the cloud computing environment
Dynamic resource management for energy saving in the cloud computing environment Liang-Teh Lee, Kang-Yuan Liu, and Hui-Yang Huang Department of Computer Science and Engineering, Tatung University, Taiwan
STeP-IN SUMMIT 2013. June 18 21, 2013 at Bangalore, INDIA. Performance Testing of an IAAS Cloud Software (A CloudStack Use Case)
10 th International Conference on Software Testing June 18 21, 2013 at Bangalore, INDIA by Sowmya Krishnan, Senior Software QA Engineer, Citrix Copyright: STeP-IN Forum and Quality Solutions for Information
Real Time Network Server Monitoring using Smartphone with Dynamic Load Balancing
www.ijcsi.org 227 Real Time Network Server Monitoring using Smartphone with Dynamic Load Balancing Dhuha Basheer Abdullah 1, Zeena Abdulgafar Thanoon 2, 1 Computer Science Department, Mosul University,
SCHEDULING IN CLOUD COMPUTING
SCHEDULING IN CLOUD COMPUTING Lipsa Tripathy, Rasmi Ranjan Patra CSA,CPGS,OUAT,Bhubaneswar,Odisha Abstract Cloud computing is an emerging technology. It process huge amount of data so scheduling mechanism
International Journal Of Engineering Research & Management Technology
International Journal Of Engineering Research & Management Technology March- 2014 Volume-1, Issue-2 PRIORITY BASED ENHANCED HTV DYNAMIC LOAD BALANCING ALGORITHM IN CLOUD COMPUTING Srishti Agarwal, Research
Index Terms : Load rebalance, distributed file systems, clouds, movement cost, load imbalance, chunk.
Load Rebalancing for Distributed File Systems in Clouds. Smita Salunkhe, S. S. Sannakki Department of Computer Science and Engineering KLS Gogte Institute of Technology, Belgaum, Karnataka, India Affiliated
Log Mining Based on Hadoop s Map and Reduce Technique
Log Mining Based on Hadoop s Map and Reduce Technique ABSTRACT: Anuja Pandit Department of Computer Science, [email protected] Amruta Deshpande Department of Computer Science, [email protected]
The Software Defined Hybrid Packet Optical Datacenter Network SDN AT LIGHT SPEED TM. 2012-13 CALIENT Technologies www.calient.
The Software Defined Hybrid Packet Optical Datacenter Network SDN AT LIGHT SPEED TM 2012-13 CALIENT Technologies www.calient.net 1 INTRODUCTION In datacenter networks, video, mobile data, and big data
IMPROVEMENT OF RESPONSE TIME OF LOAD BALANCING ALGORITHM IN CLOUD ENVIROMENT
IMPROVEMENT OF RESPONSE TIME OF LOAD BALANCING ALGORITHM IN CLOUD ENVIROMENT Muhammad Muhammad Bala 1, Miss Preety Kaushik 2, Mr Vivec Demri 3 1, 2, 3 Department of Engineering and Computer Science, Sharda
Analysis and Research of Cloud Computing System to Comparison of Several Cloud Computing Platforms
Volume 1, Issue 1 ISSN: 2320-5288 International Journal of Engineering Technology & Management Research Journal homepage: www.ijetmr.org Analysis and Research of Cloud Computing System to Comparison of
Dynamic Load Balancing of Virtual Machines using QEMU-KVM
Dynamic Load Balancing of Virtual Machines using QEMU-KVM Akshay Chandak Krishnakant Jaju Technology, College of Engineering, Pune. Maharashtra, India. Akshay Kanfade Pushkar Lohiya Technology, College
Payment minimization and Error-tolerant Resource Allocation for Cloud System Using equally spread current execution load
Payment minimization and Error-tolerant Resource Allocation for Cloud System Using equally spread current execution load Pooja.B. Jewargi Prof. Jyoti.Patil Department of computer science and engineering,
Cloud Computing for Control Systems CERN Openlab Summer Student Program 9/9/2011 ARSALAAN AHMED SHAIKH
Cloud Computing for Control Systems CERN Openlab Summer Student Program 9/9/2011 ARSALAAN AHMED SHAIKH CONTENTS Introduction... 4 System Components... 4 OpenNebula Cloud Management Toolkit... 4 VMware
Cloud Computing Architectures and Design Issues
Cloud Computing Architectures and Design Issues Ozalp Babaoglu, Stefano Ferretti, Moreno Marzolla, Fabio Panzieri {babaoglu, sferrett, marzolla, panzieri}@cs.unibo.it Outline What is Cloud Computing? A
Environments, Services and Network Management for Green Clouds
Environments, Services and Network Management for Green Clouds Carlos Becker Westphall Networks and Management Laboratory Federal University of Santa Catarina MARCH 3RD, REUNION ISLAND IARIA GLOBENET 2012
Green Cloud Computing 班 級 : 資 管 碩 一 組 員 :710029011 黃 宗 緯 710029021 朱 雅 甜
Green Cloud Computing 班 級 : 資 管 碩 一 組 員 :710029011 黃 宗 緯 710029021 朱 雅 甜 Outline Introduction Proposed Schemes VM configuration VM Live Migration Comparison 2 Introduction (1/2) In 2006, the power consumption
International Journal of Computer & Organization Trends Volume21 Number1 June 2015 A Study on Load Balancing in Cloud Computing
A Study on Load Balancing in Cloud Computing * Parveen Kumar * Er.Mandeep Kaur Guru kashi University,Talwandi Sabo Guru kashi University,Talwandi Sabo Abstract: Load Balancing is a computer networking
UPS battery remote monitoring system in cloud computing
, pp.11-15 http://dx.doi.org/10.14257/astl.2014.53.03 UPS battery remote monitoring system in cloud computing Shiwei Li, Haiying Wang, Qi Fan School of Automation, Harbin University of Science and Technology
Efficient Load Balancing using VM Migration by QEMU-KVM
International Journal of Computer Science and Telecommunications [Volume 5, Issue 8, August 2014] 49 ISSN 2047-3338 Efficient Load Balancing using VM Migration by QEMU-KVM Sharang Telkikar 1, Shreyas Talele
CloudSim: A Toolkit for Modeling and Simulation of Cloud Computing Environments and Evaluation of Resource Provisioning Algorithms
CloudSim: A Toolkit for Modeling and Simulation of Cloud Computing Environments and Evaluation of Resource Provisioning Algorithms Rodrigo N. Calheiros, Rajiv Ranjan, Anton Beloglazov, César A. F. De Rose,
CLOUDDMSS: CLOUD-BASED DISTRIBUTED MULTIMEDIA STREAMING SERVICE SYSTEM FOR HETEROGENEOUS DEVICES
CLOUDDMSS: CLOUD-BASED DISTRIBUTED MULTIMEDIA STREAMING SERVICE SYSTEM FOR HETEROGENEOUS DEVICES 1 MYOUNGJIN KIM, 2 CUI YUN, 3 SEUNGHO HAN, 4 HANKU LEE 1,2,3,4 Department of Internet & Multimedia Engineering,
IMPACT OF DISTRIBUTED SYSTEMS IN MANAGING CLOUD APPLICATION
INTERNATIONAL JOURNAL OF ADVANCED RESEARCH IN ENGINEERING AND SCIENCE IMPACT OF DISTRIBUTED SYSTEMS IN MANAGING CLOUD APPLICATION N.Vijaya Sunder Sagar 1, M.Dileep Kumar 2, M.Nagesh 3, Lunavath Gandhi
Nutan. N PG student. Girish. L Assistant professor Dept of CSE, CIT GubbiTumkur
Cloud Data Partitioning For Distributed Load Balancing With Map Reduce Nutan. N PG student Dept of CSE,CIT GubbiTumkur Girish. L Assistant professor Dept of CSE, CIT GubbiTumkur Abstract-Cloud computing
Multilevel Communication Aware Approach for Load Balancing
Multilevel Communication Aware Approach for Load Balancing 1 Dipti Patel, 2 Ashil Patel Department of Information Technology, L.D. College of Engineering, Gujarat Technological University, Ahmedabad 1
Group Based Load Balancing Algorithm in Cloud Computing Virtualization
Group Based Load Balancing Algorithm in Cloud Computing Virtualization Rishi Bhardwaj, 2 Sangeeta Mittal, Student, 2 Assistant Professor, Department of Computer Science, Jaypee Institute of Information
An Efficient Cloud Service Broker Algorithm
An Efficient Cloud Service Broker Algorithm 1 Gamal I. Selim, 2 Rowayda A. Sadek, 3 Hend Taha 1 College of Engineering and Technology, AAST, [email protected] 2 Faculty of Computers and Information, Helwan
International Journal of Computer Science Trends and Technology (IJCST) Volume 2 Issue 4, July-Aug 2014
RESEARCH ARTICLE An Efficient Service Broker Policy for Cloud Computing Environment Kunal Kishor 1, Vivek Thapar 2 Research Scholar 1, Assistant Professor 2 Department of Computer Science and Engineering,
A Hybrid Electrical and Optical Networking Topology of Data Center for Big Data Network
ASEE 2014 Zone I Conference, April 3-5, 2014, University of Bridgeport, Bridgpeort, CT, USA A Hybrid Electrical and Optical Networking Topology of Data Center for Big Data Network Mohammad Naimur Rahman
Affinity Aware VM Colocation Mechanism for Cloud
Affinity Aware VM Colocation Mechanism for Cloud Nilesh Pachorkar 1* and Rajesh Ingle 2 Received: 24-December-2014; Revised: 12-January-2015; Accepted: 12-January-2015 2014 ACCENTS Abstract The most of
Efficient and Enhanced Load Balancing Algorithms in Cloud Computing
, pp.9-14 http://dx.doi.org/10.14257/ijgdc.2015.8.2.02 Efficient and Enhanced Load Balancing Algorithms in Cloud Computing Prabhjot Kaur and Dr. Pankaj Deep Kaur M. Tech, CSE P.H.D [email protected],
Efficient DNS based Load Balancing for Bursty Web Application Traffic
ISSN Volume 1, No.1, September October 2012 International Journal of Science the and Internet. Applied However, Information this trend leads Technology to sudden burst of Available Online at http://warse.org/pdfs/ijmcis01112012.pdf
Using Peer to Peer Dynamic Querying in Grid Information Services
Using Peer to Peer Dynamic Querying in Grid Information Services Domenico Talia and Paolo Trunfio DEIS University of Calabria HPC 2008 July 2, 2008 Cetraro, Italy Using P2P for Large scale Grid Information
AN ADAPTIVE DISTRIBUTED LOAD BALANCING TECHNIQUE FOR CLOUD COMPUTING
AN ADAPTIVE DISTRIBUTED LOAD BALANCING TECHNIQUE FOR CLOUD COMPUTING Gurpreet Singh M.Phil Research Scholar, Computer Science Dept. Punjabi University, Patiala [email protected] Abstract: Cloud Computing
Fast Synchronization of Mirrored Game Servers: Outcomes from a Testbed Evaluation
Fast Synchronization of Mirrored Game Servers: Outcomes from a Testbed Evaluation Stefano Ferretti, Marco Roccetti, Alessio la Penna Department of Computer Science University of Bologna Mura Anteo Zamboni,
Object Request Reduction in Home Nodes and Load Balancing of Object Request in Hybrid Decentralized Web Caching
2012 2 nd International Conference on Information Communication and Management (ICICM 2012) IPCSIT vol. 55 (2012) (2012) IACSIT Press, Singapore DOI: 10.7763/IPCSIT.2012.V55.5 Object Request Reduction
OPTIMAL MULTI SERVER CONFIGURATION FOR PROFIT MAXIMIZATION IN CLOUD COMPUTING
OPTIMAL MULTI SERVER CONFIGURATION FOR PROFIT MAXIMIZATION IN CLOUD COMPUTING Abstract: As cloud computing becomes more and more popular, understanding the economics of cloud computing becomes critically
Dynamic Controller Deployment in SDN
Dynamic Controller Deployment in SDN Marc Huang, Sherrill Lin, Dominic Yan Department of Computer Science, University of Toronto Table of Contents Introduction... 1 Background and Motivation... 1 Problem
Load Balancing to Save Energy in Cloud Computing
presented at the Energy Efficient Systems Workshop at ICT4S, Stockholm, Aug. 2014 Load Balancing to Save Energy in Cloud Computing Theodore Pertsas University of Manchester United Kingdom [email protected]
USING VIRTUAL MACHINE REPLICATION FOR DYNAMIC CONFIGURATION OF MULTI-TIER INTERNET SERVICES
USING VIRTUAL MACHINE REPLICATION FOR DYNAMIC CONFIGURATION OF MULTI-TIER INTERNET SERVICES Carlos Oliveira, Vinicius Petrucci, Orlando Loques Universidade Federal Fluminense Niterói, Brazil ABSTRACT In
A Real-Time Cloud Based Model for Mass Email Delivery
A Real-Time Cloud Based Model for Mass Email Delivery Nyirabahizi Assouma, Mauricio Gomez, Seung-Bae Yang, and Eui-Nam Huh Department of Computer Engineering Kyung Hee University Suwon, South Korea {assouma,mgomez,johnhuh}@khu.ac.kr,
Cost-effective Resource Provisioning for MapReduce in a Cloud
1 -effective Resource Provisioning for MapReduce in a Cloud Balaji Palanisamy, Member, IEEE, Aameek Singh, Member, IEEE Ling Liu, Senior Member, IEEE Abstract This paper presents a new MapReduce cloud
A Framework for the Design of Cloud Based Collaborative Virtual Environment Architecture
, March 12-14, 2014, Hong Kong A Framework for the Design of Cloud Based Collaborative Virtual Environment Architecture Abdulsalam Ya u Gital, Abdul Samad Ismail, Min Chen, and Haruna Chiroma, Member,
MODIFIED BITTORRENT PROTOCOL AND ITS APPLICATION IN CLOUD COMPUTING ENVIRONMENT
MODIFIED BITTORRENT PROTOCOL AND ITS APPLICATION IN CLOUD COMPUTING ENVIRONMENT Soumya V L 1 and Anirban Basu 2 1 Dept of CSE, East Point College of Engineering & Technology, Bangalore, Karnataka, India
Survey on Load Rebalancing for Distributed File System in Cloud
Survey on Load Rebalancing for Distributed File System in Cloud Prof. Pranalini S. Ketkar Ankita Bhimrao Patkure IT Department, DCOER, PG Scholar, Computer Department DCOER, Pune University Pune university
Optimizing Congestion in Peer-to-Peer File Sharing Based on Network Coding
International Journal of Emerging Trends in Engineering Research (IJETER), Vol. 3 No.6, Pages : 151-156 (2015) ABSTRACT Optimizing Congestion in Peer-to-Peer File Sharing Based on Network Coding E.ShyamSundhar
A Novel Load Balancing Optimization Algorithm Based on Peer-to-Peer
A Novel Load Balancing Optimization Algorithm Based on Peer-to-Peer Technology in Streaming Media College of Computer Science, South-Central University for Nationalities, Wuhan 430074, China [email protected]
Proposal of Dynamic Load Balancing Algorithm in Grid System
www.ijcsi.org 186 Proposal of Dynamic Load Balancing Algorithm in Grid System Sherihan Abu Elenin Faculty of Computers and Information Mansoura University, Egypt Abstract This paper proposed dynamic load
Cloud Computing for Agent-based Traffic Management Systems
Cloud Computing for Agent-based Traffic Management Systems Manoj A Patil Asst.Prof. IT Dept. Khyamling A Parane Asst.Prof. CSE Dept. D. Rajesh Asst.Prof. IT Dept. ABSTRACT Increased traffic congestion
Keywords: Cloudsim, MIPS, Gridlet, Virtual machine, Data center, Simulation, SaaS, PaaS, IaaS, VM. Introduction
Vol. 3 Issue 1, January-2014, pp: (1-5), Impact Factor: 1.252, Available online at: www.erpublications.com Performance evaluation of cloud application with constant data center configuration and variable
A Proposed Service Broker Strategy in CloudAnalyst for Cost-Effective Data Center Selection
A Proposed Service Broker Strategy in CloudAnalyst for Cost-Effective Selection Dhaval Limbani*, Bhavesh Oza** *(Department of Information Technology, S. S. Engineering College, Bhavnagar) ** (Department
An Approach to Load Balancing In Cloud Computing
An Approach to Load Balancing In Cloud Computing Radha Ramani Malladi Visiting Faculty, Martins Academy, Bangalore, India ABSTRACT: Cloud computing is a structured model that defines computing services,
Round Robin with Server Affinity: A VM Load Balancing Algorithm for Cloud Based Infrastructure
J Inf Process Syst, Vol.9, No.3, September 2013 pissn 1976-913X eissn 2092-805X http://dx.doi.org/10.3745/jips.2013.9.3.379 Round Robin with Server Affinity: A VM Load Balancing Algorithm for Cloud Based
Fault-Tolerant Framework for Load Balancing System
Fault-Tolerant Framework for Load Balancing System Y. K. LIU, L.M. CHENG, L.L.CHENG Department of Electronic Engineering City University of Hong Kong Tat Chee Avenue, Kowloon, Hong Kong SAR HONG KONG Abstract:
Stability of QOS. Avinash Varadarajan, Subhransu Maji {avinash,smaji}@cs.berkeley.edu
Stability of QOS Avinash Varadarajan, Subhransu Maji {avinash,smaji}@cs.berkeley.edu Abstract Given a choice between two services, rest of the things being equal, it is natural to prefer the one with more
Efficient Scheduling Of On-line Services in Cloud Computing Based on Task Migration
Efficient Scheduling Of On-line Services in Cloud Computing Based on Task Migration 1 Harish H G, 2 Dr. R Girisha 1 PG Student, 2 Professor, Department of CSE, PESCE Mandya (An Autonomous Institution under
Infrastructure as a Service (IaaS)
Infrastructure as a Service (IaaS) (ENCS 691K Chapter 4) Roch Glitho, PhD Associate Professor and Canada Research Chair My URL - http://users.encs.concordia.ca/~glitho/ References 1. R. Moreno et al.,
Agent-based Federated Hybrid Cloud
Agent-based Federated Hybrid Cloud Prof. Yue-Shan Chang Distributed & Mobile Computing Lab. Dept. of Computer Science & Information Engineering National Taipei University Material Presented at Agent-based
Content. Massively Multiplayer Online Games Previous Work. Cluster-based Approach. Evaluation Conclusions. P2P-based Infrastructure
Clustering Players for Load Balancing in Virtual Worlds Simon Rieche, Klaus Wehrle Group Chair of Computer Science IV RWTH Aachen University Marc Fouquet, Heiko Niedermayer, Timo Teifel, Georg Carle Computer
ISSN:2320-0790. Keywords: HDFS, Replication, Map-Reduce I Introduction:
ISSN:2320-0790 Dynamic Data Replication for HPC Analytics Applications in Hadoop Ragupathi T 1, Sujaudeen N 2 1 PG Scholar, Department of CSE, SSN College of Engineering, Chennai, India 2 Assistant Professor,
A Load Balancing Algorithm based on the Variation Trend of Entropy in Homogeneous Cluster
, pp.11-20 http://dx.doi.org/10.14257/ ijgdc.2014.7.2.02 A Load Balancing Algorithm based on the Variation Trend of Entropy in Homogeneous Cluster Kehe Wu 1, Long Chen 2, Shichao Ye 2 and Yi Li 2 1 Beijing
AN EFFICIENT LOAD BALANCING APPROACH IN CLOUD SERVER USING ANT COLONY OPTIMIZATION
AN EFFICIENT LOAD BALANCING APPROACH IN CLOUD SERVER USING ANT COLONY OPTIMIZATION Shanmuga Priya.J 1, Sridevi.A 2 1 PG Scholar, Department of Information Technology, J.J College of Engineering and Technology
Offloading file search operation for performance improvement of smart phones
Offloading file search operation for performance improvement of smart phones Ashutosh Jain [email protected] Vigya Sharma [email protected] Shehbaz Jaffer [email protected] Kolin Paul
