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rock333 wrote: At the IaaS Cloud layer virtualisation is going to be essential to allow the self service attributes, all painful and slow to do with physical hardware. Moving up the stack to PaaS and SaaS the use of virtualisation may, as you say, be less required if you put lots of smarts into your software. A lot of software does not have those smarts and by utalising virtualisation of the layers below can manipulate existing software architectures to have more cloudy attributes through automation (eg run load balancers and deploy more servers automagically). Over time, as new investment in software at...
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MMORPGs on the Cloud
How Cloud Computing can help Massively Multiplayer Online Role-Playing Games

MMORPG (Massively Multiplayer Online Role-Playing Game) are a sub-set of computer games where a large number of virtual players interact with each other online in the virtual world provided by the game. Games like World of Warcraft (WoW) and EverQuest fall in this category.

These games are distinguished by their sheer scale, both in terms of network bandwidth consumption and server resources required for supporting the millions of users who play against each other. This is the reason why most of them follow a “sharded” server structure. This approach reduces the computing and network resources needed to support a massive user base by sub-dividing the gaming environment into worlds. This enables the set of shards to collectively support a larger number of users than what can be supported by a single server.

Some problems faced by MMORPGs:

  • · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively.
  • · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power.
  • · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior.

How Cloud Computing can help:

  1. Cloud vendor takes care of SLA Management
  2. Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2's service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D.
  3. Deployment of new DataCenters
  4. Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor.

On-Demand Scalability and dynamic resource allocation
On-Demand Scalability brought forth by the cloud will enable spawning of new server instances based on the actual demand, rather than keeping unused resources ready to service the peak load.

OPEX and pay-as-you-play
Seamless integration between the OPEX models set forth by cloud computing vendors and the pay-as-you-play will enable users to request more resources directly from the cloud vendor.

About Kiran C Nair
Kiran specializes in J2EE, client-server architecture and performance lifecycle analysis. He was a member of the team which established a completely-functional private enterprise Cloud using Open Source technologies at SETLabs, the research wing of Infosys Technologies Ltd. A couple of solutions/service enablers that he worked on are: Infosys Private Cloud: Worked actively as part of the team which setup a fully functional private cloud inside Infosys Technologies Ltd. using Open Source technologies (Eucalyptus Open Cloud Framework). Hadoop on Cloud: Created an on-demand scalable Hadoop cluster deployed on the Infosys Private Cloud enabling addition and negation of resources on the fly as and when need arises. Distributed Log Processing Solution using Hadoop and Lucene: Creation of an advanced solution for processing huge log files utilizing the MapReduce capabilities provided by Hadoop and the indexing and searching capabilities provided by Lucene. Security solution for Cloud: A solution using OpenVPN for secure data communication between cloud applications.

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