Cited by 40Cloud Computing and Remote Desktop TechnologiesCloud Computing and Resource ManagementIoT and Edge/Fog Computing

Toward Delay-Efficient Game-Aware Data Centers for Cloud Gaming

Amiri, Maryam, Osman, Hussein Al, Shirmohammadi, Shervin, Abdallah, Maha·2016·ACM Transactions on Multimedia Computing, Communications, and Applications

Abstract

Gaming on demand is an emerging service that has recently started to garner prominence in the gaming industry. Cloud-based video games provide affordable, flexible, and high-performance solutions for end-users with constrained computing resources and enables them to play high-end graphic games on low-end thin clients. Despite its advantages, cloud gaming's Quality of Experience (QoE) suffers from high and varying end-to-end delay. Since the significant part of computational processing, including game rendering and video compression, is performed in data centers, controlling the transfer of information within the cloud has an important impact on the quality of cloud gaming services. In this article, a novel method for minimizing the end-to-end latency within a cloud gaming data center is proposed. We formulate an optimization problem for reducing delay, and propose a Lagrangian Relaxation (LR) time-efficient heuristic algorithm as a practical solution. Simulation results indicate that the heuristic method can provide close-to-optimal solutions. Also, the proposed model reduces end-to-end delay and delay variation by almost 11% and 13.5%, respectively, and outperforms the existing server-centric and network-centric models. As a byproduct, our proposed method also achieves better fairness among multiple competing players by almost 45%, on average, in comparison with existing methods.

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Registry

Crossref · 10.1145/2983639

Cites

58 of 58 references verified0 citation errors · 0 not checkable

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Authors
Amiri, M., Osman, H. A., Shirmohammadi, S., & Abdallah, M.
Affiliations
  • University of Ottawa (CA)
  • Sorbonne Université (FR)
Venue
ACM Transactions on Multimedia Computing, Communications, and Applications
Published
2016-09-21
Volume
12
Issue
5s
Pages
1-19
ISSN
  • 1551-6857 (ISSN-L)
  • 1551-6865
OpenAlex
W2521354882
Cited by
40
References
58
Citations by year
2026: 1 · 2024: 1 · 2023: 2 · 2022: 8 · 2021: 7 · 2020: 5 · 2019: 4 · 2018: 6 · 2017: 4 · 2016: 2
FWCI
8.08
Type
journal article
Language
en
Open access
closed
Locations
  • ACM Transactions on Multimedia Computing Communications and Applications (publishedVersion)
  • HAL (submittedVersion)
Topics
  • Physical Sciences › Computer Science › Hardware and Architecture › Cloud Computing and Remote Desktop Technologies
  • Physical Sciences › Computer Science › Information Systems › Cloud Computing and Resource Management
  • Physical Sciences › Computer Science › Computer Networks and Communications › IoT and Edge/Fog Computing
Keywords
cloud gaming, end-to-end delay, jitter, Lagrangian relaxation, heuristic algorithms, quality of experience, video compression

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