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1 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing Parallel and Distributed Systems Group Delft University of Technology The Netherlands Our.

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Presentation on theme: "1 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing Parallel and Distributed Systems Group Delft University of Technology The Netherlands Our."— Presentation transcript:

1 1 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing Parallel and Distributed Systems Group Delft University of Technology The Netherlands Our team: Undergrad Gargi Prasad, Arnoud Bakker, Nassos Antoniou, Thomas de Ruiter, … Grad Siqi Shen, Nezih Yigitbasi, Ozan Sonmez Staff Henk Sips, Dick Epema, Alexandru Iosup Collaborators Ion Stoica and the Mesos team (UC Berkeley), Thomas Fahringer, Radu Prodan (U. Innsbruck), Nicolae Tapus, Mihaela Balint, Vlad Posea (UPB), Derrick Kondo, Emmanuel Jeannot (INRIA),... Cloud Computing Research at TU Delft (2008—ongoing) 3TU. =++

2 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 2 TUD Team: 2 Staff, 2+3PhD, n MSc,... Our team: Undergrad Adrian Lascateu, Alexandru Dimitriu (UPB, Romania), …, Grad Vlad Nae (U. Innsbruck, Austria), Siqi Shen, Nezih Yigitbasi (TU Delft, the Netherlands), …Staff Alexandru Iosup, Dick Epema, Henk Sips (TU Delft), Thomas Fahringer, Radu Prodan (U. Innsbruck), Nicolae Tapus, Mihaela Balint, Vlad Posea (UPB), etc.

3 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 3 Cloud Futures Workshop 2010 – Cloud Computing Support for Massively Social Gaming 3 What is Cloud Computing? “The path to abundance” On-demand capacity Pay what you use Great for web apps (EIP, web crawl, DB ops, I/O) “The killer cyclone” Not so great performance for sci. applications 1 Long-term perf. variability 2 How to manage? http://www.flickr.com/photos/dimitrisotiropoulos/4204766418/ Tropical Cyclone Nargis (NASA, ISSS, 04/29/08) 1- Iosup et al., Performance Analysis of Cloud Computing Services for Many Tasks Scientific Computing, IEEE TPDS, 2011. 2- Iosup et al., On the Performance Variability of Production Cloud Services, CCGrid 2011. VS

4 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 4 What do We Want from Clouds? Good IaaS, PaaS, SaaS Portability (Virtualisation, no vendor lock-in) Accountability (lease what you use) … for eScience … for Massively Social Gaming Good resource management Elasticity Reliability Efficiency (Scheduling) Data-aware mechanisms Being “green”? Performance evaluation (What is “Good”?)

5 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 5 Agenda 1.Introduction 2.Cloud Performance Studies 3.The Cloud Workloads Archive 4.Massivizing Online Social Games using Clouds 1.Platform Challenge 2.Content Challenge 3.Analytics Challenge 5.Other Cloud Activities at TUD 6.Take-Home Message

6 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 6 Cloud Performance Studies Many-Tasks Scientific Computing Quantitative definition: J jobs and B bags-of-tasks Extracted proto-MT users from grid and parallel production environments Performance Evaluation of Four Commercial Clouds Amazon EC2, GoGrid, Elastic Hosts, Mosso Resource acquisition, Single- and Multi-Instance benchmarking Low compute and networking performance Clouds vs Other Environments Order of magnitude better performance needed for clouds Clouds already good for short-term, deadline-driven scientific computing 1- Iosup et al., Performance Analysis of Cloud Computing Services for Many Tasks Scientific Computing, IEEE TPDS, 2011 (in print) http://www.st.ewi.tudelft.nl/~iosup/cloud-perf10tpds_in-print.pdf http://www.st.ewi.tudelft.nl/~iosup/cloud-perf10tpds_in-print.pdf 2- Iosup et al., On the Performance Variability of Production Cloud Services, CCGrid 2011, pds.twi.tudelft.nl/reports/2010/PDS-2010-002.pdfpds.twi.tudelft.nl/reports/2010/PDS-2010-002.pdf

7 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 7 Performance Evaluation of Clouds [1/3] Tools: C-Meter Yigitbasi et al.: C-Meter: A Framework for Performance Analysis of Computing Clouds. Proc. of CCGRID 2009

8 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 8 Performance Evaluation of Clouds [2/3] Low Performance for Sci.Comp. Evaluated the performance of resources from four production, commercial clouds. GrenchMark for evaluating the performance of cloud resources C-Meter for complex workloads Four production, commercial IaaS clouds: Amazon Elastic Compute Cloud (EC2), Mosso, Elastic Hosts, and GoGrid. Finding: cloud performance low for sci.comp. S. Ostermann, A. Iosup, N. Yigitbasi, R. Prodan, T. Fahringer, and D. Epema, A Performance Analysis of EC2 Cloud Computing Services for Scientific Computing, Cloudcomp 2009, LNICST 34, pp. 115–131, 2010.

9 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 9 Performance Evaluation of Clouds [3/3] Cloud Performance Variability Long-term performance variability of production cloud services IaaS: Amazon Web Services PaaS: Google App Engine Year-long performance information for nine services Finding: about half of the cloud services investigated in this work exhibits yearly and daily patterns; impact of performance variability depends on application. A. Iosup, N. Yigitbasi, and D. Epema, On the Performance Variability of Production Cloud Services, CCGrid 2011. Amazon S3: GET US HI operations

10 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 10 Agenda 1.Introduction 2.Cloud Performance Studies 3.The Cloud Workloads Archive 4.Massivizing Online Social Games using Clouds 1.Platform Challenge 2.Content Challenge 3.Analytics Challenge 5.Other Cloud Activities at TUD 6.Take-Home Message

11 Traces: Sine Qua Non in Comp.Sys.Res. “My system/method/algorithm is better than yours (on my carefully crafted workload)” Unrealistic (trivial): Prove that “prioritize jobs from users whose name starts with A” is a good scheduling policy Realistic? “85% jobs are short”; “10% Writes”;... Major problem in Computer Systems research Workload Trace = recording of real activity from a (real) system, often as a sequence of jobs / requests submitted by users for execution Main use: compare and cross-validate new job and resource management techniques and algorithms Major problem: real workload traces from several sources August 26, 2010 11

12 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 12 The Cloud Workloads Archive (CWA) What’s in a Name? CWA = Public collection of cloud/data center workload traces and of tools to process these traces; allows us to: 1.Compare and cross-validate new job and resource management techniques and algorithms, across various workload traces 2.Determine which (part of a) trace is most interesting for a specific job and resource management technique or algorithm 3.Design a general model for data center workloads, and validate it with various real workload traces 4.Evaluate the generality of a particular workload trace, to determine if results are biased towards a particular trace 5.Analyze the evolution of workload characteristics across long timescales, both intra- and inter-trace 12

13 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 13 One Format Fits Them All Flat format Job and Tasks Summary (20 unique data fields) and Detail (60 fields) Categories of information Shared with GWA, PWA: Time, Disk, Memory, Net Jobs/Tasks that change resource consumption profile MapReduce-specific (two-thirds data fields) 13 A. Iosup, R. Griffith, A. Konwinski, M. Zaharia, A. Ghodsi, I. Stoica, Data Format for the Cloud Workloads Archive, v.3, 13/07/10 CWJCWJDCWTCWTD

14 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 14 CWA Contents: Large-Scale Workloads Tools Convert to CWA format Analyze and model automatically  Report 14 Trace IDSystemSize J/T/ObsPeriodNotes CWA-01Facebook1.1M/-/-5m/2009Time & IO CWA-02Yahoo M28K/28M/-20d/2009~Full detail CWA-03Facebook 261K/10M/-10d/2009Full detail CWA-04Facebook 3?/?/-10d/01-2010Full detail CWA-05Facebook 4?/?/-3m/02+2010Full detail CWA-06Google 225 Aug 2010 CWA-07eBay23 Sep 2010 CWA-08TwitterNeed help! CWA-09?Google9K/177K/4M7h/2009Coarse,Period

15 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 15 The Cloud Workloads Archive Looking for invariants Wr [%] ~40% Total IO, but absolute values vary # Tasks/Job, ratio M:(M+R) Tasks, vary Understanding workload evolution Trace IDTotal IO [MB]Rd. [MB]Wr [%] HDFS Wr[MB] CWA-0110,9346,80538%1,538 CWA-0275,54647,53937%8,563

16 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 16 Agenda 1.Introduction 2.Cloud Performance Studies 3.The Cloud Workloads Archive 4.Massivizing Online Social Games using Clouds 1.Platform Challenge 2.Content Challenge 3.Analytics Challenge 5.Other Cloud Activities at TUD 6.Take-Home Message

17 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 17 What’s in a name? MSG, MMOG, MMO, … 1.Virtual world Explore, do, learn, socialize, compete + 2.Content Graphics, maps, puzzles, quests, culture + 3.Game data Player stats and relationships Romeo and Juliet Massively Social Gaming = (online) games with massive numbers of players (100K+), for which social interaction helps the gaming experience 250,000,000 active players 3BN hours/week world-wide

18 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 18 FarmVille, a Massively Social Game Sources: CNN, Zynga. Source: InsideSocialGames.com

19 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 19 MSGs are a Popular, Growing Market 25,000,000 subscribed players (from 250,000,000+ active) Over 10,000 MSGs in operation Subscription market size $7.5B+/year, Zynga $600M+/year Sources: MMOGChart, own research.Sources: ESA, MPAA, RIAA.

20 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 20 Massivizing Games using Clouds Nae, Iosup, Prodan, Dynamic Resource Provisioning in Massively Multiplayer Online Games, IEEE TPDS, 2011. (Platform Challenge) Build MSG platform that uses (mostly) cloud resources Close to players No upfront costs, no maintenance Compute platforms: multi-cores, GPUs, clusters, all-in-one! (Content Challenge) Produce and distribute content for 1BN people Game Analytics  Game statistics Auto-generated game content Iosup, POGGI: Puzzle-Based Online Games on Grid Infrastructures, EuroPar 2009 (Best Paper Award) (Analytics Challenge) Build cloud-based layer to Improve gaming experience Game Analytics  Ranking / Rating Game Analytics  Matchmaking / Recommendations Iosup, Lascateu, Tapus. CAMEO: social networks for MMOGs through continuous analytics and cloud computing, ACM NetGames 2010.

21 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 21 Cloudifying: PaaS for MSGs (Platform Challenge) Build MSG platform that uses (mostly) cloud resources Close to players No upfront costs, no maintenance Compute platforms: multi-cores, GPUs, clusters, all-in-one! Performance guarantees Code for various compute platforms—platform profiling Misprediction=$$$ What services? Vendor lock-in? My data Nae, Iosup, Prodan, Dynamic Resource Provisioning in Massively Multiplayer Online Games, IEEE TPDS, 2011.

22 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 22 Using data centers for dynamic resource allocation Main advantages: 1. Significantly lower over-provisioning 2. Efficient coverage of the world is possible Proposed hosting model: dynamic Massive join Massive leave [Source: Nae, Iosup, and Prodan, ACM SC 2008]

23 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 23 Static vs. Dynamic Allocation Q:What is the penalty for static vs. dynamic allocation? 250% 25% [Source: Nae, Iosup, and Prodan, ACM SC 2008]

24 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 24 Cloudifying: Content, Content, Content (Content Challenge) Produce and distribute content for 1BN people Game Analytics  Game statistic Crowdsourcing Storification Auto-generated game content Adaptive game content Content distribution/ Streaming content A. Iosup, POGGI: Puzzle-Based Online Games on Grid Infrastructures, EuroPar 2009 (Best Paper Award)

25 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 25 (Procedural) Game Content (Generation) Game Bits Texture, Sound, Vegetation, Buildings, Behavior, Fire/Water/Stone/Clouds Game Space Height Maps, Bodies of Water, Placement Maps, … Game Systems Eco, Road Nets, Urban Envs, … Game Scenarios Puzzle, Quest/Story, … Game Design Rules, Mechanics, … Hendricks, Meijer, vd Velden, Iosup, Procedural Game Content Generation: A Survey, Working Paper, 2010 Derived Content NewsGen, Storification

26 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 26 The New Content Generation Process* Only the puzzle concept, and the instance generation and solving algorithms, are produced at development time * A. Iosup, POGGI: Puzzle-Based Online Games on Grid Infrastructures, EuroPar 2009 (Best Paper Award)

27 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 27 Puzzle-Specific Considerations Generating Player-Customized Content Puzzle difficulty Solution size Solution alternatives Variation of moves Skill moves Player ability Keep population statistics and generate enough content for most likely cases Match player ability with puzzle difficulty Take into account puzzle freshness 4 21

28 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 28 Cloudifying: Social Everything! Social Network=undirected graph, relationship=edge Community=sub-graph, density of edges between its nodes higher than density of edges outside sub-graph (Analytics Challenge) Build cloud-based layer to Improve gaming experience Ranking / Rating Matchmaking / Recommendations Play Style/Tutoring Organize Gaming Communities Player Behavior A. Iosup, CAMEO: Continuous Analytics for Massively Multiplayer Online Games on Cloud Resources. ROIA, Euro-Par 2009 Workshops.

29 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 29 Continuous Analytics for MMOGs MMOG Data = raw and derivative information from the virtual world (millions of users) Continuous Analytics for MMOGs = Analysis of MMOG data s.t. important events are not lost Data collection Data storage Data analysis Data presentation … at MMOG rate and scale

30 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 30 Continuous Analysis for MMOGs Main Uses By and For Gamers 1.Support player communities 2.Understand play patterns (decide future investments) 3.Prevent and detect cheating or disastrous game exploits (think MMOG economy reset) 4.Broadcasting of gaming events 5.Data for advertisement companies (new revenue stream for MMOGs)

31 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 31 Other Uses for MMOG Data Biology Disease spread models Social Sciences The emergence and performance of ad hoc groups in contemporary society Emergent behavior in complex systems Psychology Games as coping mechanism (minorities) Games as cure (agoraphobia) Economy Contemporary economic behavior

32 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 32 The CAMEO Framework* 1.Address community needs Can analyze skill level, experience points, rank Can assess community size dynamically 2.Using on-demand technology: Cloud Comp. Dynamic cloud resource allocation, Elastic IP 3.Data management and storage: Cloud Comp. Crawl + Store data in the cloud (best performance) 4.Performance, scalability, robustness: Cloud Comp. * A. Iosup, CAMEO: Continuous Analytics for Massively Multiplayer Online Games on Cloud Resources. ROIA, Euro-Par 2009 Workshops, LNCS 6043, (2010)

33 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 33 CAMEO: Cloud Resource Management Steady AnalyticsDynamic Analytics Burst Snapshot = dataset for a set of players More machines = more snapshots per time unit Periodic Unexpected

34 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 34 CAMEO: Exploiting Cloud Features Machines close(r) to server Traffic dominated by small packets (latency) Elastic IP to avoid traffic bans (legalese: acting on behalf of real people) A. Iosup, A. Lascateu, N. Tapus, CAMEO: Enabling Social Networks for Massively Multiplayer Online Games through Continuous Analytics and Cloud Computing, ACM NetGames 2010.

35 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 35 Sample Game Analytics Results Skill Level Distribution in RuneScape RuneScape: 135M+ open accounts (world record) Dataset: 3M players (largest measurement, to date) 1,817,211 over level 100 Max skill 2,280 Number of mid- and high-level players is significant New Content Generation Challenge High Level Mid Level

36 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 36 Cost of Continuous RuneScape Analytics Put a price on MMOG analytics (here, $425/month, or less than $0.00015/user/month) Trade-off accuracy vs. cost, runtime is constant

37 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 37 Cloud Scheduling A Provisioning-and-Allocation problem Many other possibilities Before experiment Provision Allocate During experiment Manage Queue ApplicationJob When needed We’re just started working on this problem

38 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 38 Non-Cloud Technology The Future Happy customers (players,…) Happy cloud operators Million-user, multi-bn market Iaas and Good Resource Mgmt. Cloud Computing Upfront payment Cost and scalability problems Customers unhappy Our Vision Scalability & Automation Economy of scale with clouds Ongoing Work Performance evaluation: GrenchMark + C-Meter Traces: Cloud Workloads Archive Content: POGGI Framework Platform: edutain@grid Analytics: CAMEO Framework Scheduling, MapReduce, eScience, … Publications Clouds 2008: ACM SC 2009: ROIA, CCGrid, NetGames, EuroPar (Best Paper Award), … 2010: IEEE TPDS, Elsevier CCPE,… 2011: Book Chapters, IEEE TPDS, IJAMC, … Graduation (Forecast) 2011-2014: 2+3PhD, 10+MSc, nBSc

39 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 39 Take Home Message: TUD Research in Clouds Understanding how real clouds work (focus on data-intensive) Modeling cloud infrastructure (performance, availability) and workloads Compare clouds with other platforms (grids, parallel production env., p2p,…) The Cloud Workloads Archive: easy to share cloud workload traces and research associated with them Complement the Grid Workloads Archive Scheduling: making clouds work eScience and gaming applications (cloud application architectures) MapReduce Massive Gaming: services on clouds CAMEO: Massive Game Analytics Toolkit for Online Social Network analysis POGGI: game content generation at scale Publications 2008: ACM SC 2009: ROIA, CCGrid, NetGames, EuroPar (Best Paper Award) 2010: IEEE TPDS, Elsevier CCPE,… 2011: ICPE, CCGrid, Book Chapter CAMEO+Clouds, IEEE TPDS, IJAMC, … Graduation (Forecast) 2011-2014: 2+3PhD, 10+MSc, nBSc

40 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 40 Thank you for your attention! Questions? Suggestions? Observations? Alexandru Iosup A.Iosup@tudelft.nl http://www.pds.ewi.tudelft.nl/~iosup/ (or google “iosup”) Parallel and Distributed Systems Group Delft University of Technology A.Iosup@tudelft.nl http://www.pds.ewi.tudelft.nl/~iosup/ - http://www.st.ewi.tudelft.nl/~iosup/research.htmlhttp://www.st.ewi.tudelft.nl/~iosup/research.html - http://www.st.ewi.tudelft.nl/~iosup/research_gaming.htmlhttp://www.st.ewi.tudelft.nl/~iosup/research_gaming.html - http://www.st.ewi.tudelft.nl/~iosup/research_cloud.htmlhttp://www.st.ewi.tudelft.nl/~iosup/research_cloud.html More Info: Do not hesitate to contact me…

41 EIT ICT Labs Workshop at TU Delft, May 2011 – Cloud Computing 41


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