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Assignment of Games to Servers in the OnLive Cloud Game System
David Finkel, Mark Claypool, Sam Jaffe, Thinh Nguyen, Brendan Stephen Computer Science and Interactive Media & Game Development Worcester Polytechnic Institute Worcester, MA 01609, USA
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Overview Worked with OnLive
thin-client, cloud-based, video game streaming service Goal: Improve assignment of games to servers Approach: Discrete event simulation, based on user logs; hill-climbing. Result: Improved assignment, saved disk space
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How OnLive serves a client
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Data from OnLive Logs Popularity of games (Zipf’s Law)
Interarrival times (Exponential) Session lengths (Weibull)
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Results Small number of misses, saved disk space Saved Disk Space
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Assignment of Games to Servers in the OnLive Cloud Game System
David Finkel, Mark Claypool, Sam Jaffe, Thinh Nguyen, Brendan Stephen Computer Science and Interactive Media & Game Development Worcester Polytechnic Institute Worcester, MA 01609, USA
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