Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization
暂无分享,去创建一个
[1] Rynson W. H. Lau,et al. Game-on-demand:: An online game engine based on geometry streaming , 2011, TOMCCAP.
[2] Mark Claypool,et al. Assignment of games to servers in the OnLive cloud game system , 2014, 2014 13th Annual Workshop on Network and Systems Support for Games.
[3] Gwendal Simon,et al. The brewing storm in cloud gaming: A measurement study on cloud to end-user latency , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).
[4] Chin-Laung Lei,et al. How sensitive are online gamers to network quality? , 2006, CACM.
[5] Magda El Zarki,et al. A Framework for Adaptive Residual Streaming for Single-Player Cloud Gaming , 2019, ACM Trans. Multim. Comput. Commun. Appl..
[6] Tobias Hoßfeld,et al. Gaming in the clouds: QoE and the users' perspective , 2013, Math. Comput. Model..
[7] Chin-Laung Lei,et al. World of warcraft avatar history dataset , 2011, MMSys.
[8] Min Chen,et al. On Achieving Cost-Effective Adaptive Cloud Gaming in Geo-Distributed Data Centers , 2015, IEEE Transactions on Circuits and Systems for Video Technology.
[9] Wentong Cai,et al. Play Request Dispatching for Efficient Virtual Machine Usage in Cloud Gaming , 2015, IEEE Transactions on Circuits and Systems for Video Technology.
[10] Jiangchuan Liu,et al. Inter-player Delay Optimization in Multiplayer Cloud Gaming , 2016, 2016 IEEE 9th International Conference on Cloud Computing (CLOUD).
[11] Ofer Biran,et al. VM Placement Strategies for Cloud Scenarios , 2012, 2012 IEEE Fifth International Conference on Cloud Computing.
[12] Jie Wu,et al. Let's stay together: Towards traffic aware virtual machine placement in data centers , 2012, IEEE INFOCOM 2014 - IEEE Conference on Computer Communications.
[13] Wentong Cai,et al. MASTER: Multi-platform Application Streaming Toolkits for Elastic Resources , 2015, ACM Multimedia.
[14] Cheng-Hsin Hsu,et al. GamingAnywhere: The first open source cloud gaming system , 2014, TOMCCAP.
[15] Kai Hwang,et al. Game cloud design with virtualized CPU/GPU servers and initial performance results , 2012, ScienceCloud '12.
[16] Moreno Marzolla,et al. Dynamic resource provisioning for cloud-based gaming infrastructures , 2012, CIE.
[17] Li Lin,et al. LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming , 2014, IEEE/ACM Transactions on Networking.
[18] ChengBo,et al. Delay-Aware Quality Optimization in Cloud-Assisted Video Streaming System , 2017 .
[19] Philip Ross,et al. Cloud Computing's Killer App: Gaming , 2009, IEEE Spectrum.
[20] MarzollaMoreno,et al. Dynamic resource provisioning for cloud-based gaming infrastructures , 2012 .
[21] Gwendal Simon,et al. A hybrid edge-cloud architecture for reducing on-demand gaming latency , 2014, Multimedia Systems.
[22] Tobias Hoßfeld,et al. An Evaluation of QoE in Cloud Gaming Based on Subjective Tests , 2011, 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing.
[23] Dorothea Heiss-Czedik,et al. An Introduction to Genetic Algorithms. , 1997, Artificial Life.
[24] Seyed Taghi Akhavan Niaki,et al. Optimizing a hybrid vendor-managed inventory and transportation problem with fuzzy demand: An improved particle swarm optimization algorithm , 2014, Inf. Sci..
[25] Ryan Shea,et al. Cloud gaming: architecture and performance , 2013, IEEE Network.
[26] Marshall Copeland,et al. Microsoft Azure , 2015, Apress.
[27] Lea Skorin-Kapov,et al. The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs , 2013, 2013 12th Annual Workshop on Network and Systems Support for Games (NetGames).
[28] Yin Wang,et al. VGRIS: Virtualized GPU Resource Isolation and Scheduling in Cloud Gaming , 2013, TACO.
[29] Olivier Brun,et al. A Simple Formula for End-to-End Jitter Estimation in Packet-Switching Networks , 2006, International Conference on Networking, International Conference on Systems and International Conference on Mobile Communications and Learning Technologies (ICNICONSMCL'06).
[30] Gang Wang,et al. Cost-Efficient Server Provisioning for Cloud Gaming , 2018, ACM Trans. Multim. Comput. Commun. Appl..
[31] Wentong Cai,et al. Server Allocation for Multiplayer Cloud Gaming , 2016, ACM Multimedia.
[32] Mirko Suznjevic,et al. QoE and Latency Issues in Networked Games , 2015 .
[33] Gregor Schiele,et al. Peer-to-peer support for low-latency Massively Multiplayer Online Games in the cloud , 2009, 2009 8th Annual Workshop on Network and Systems Support for Games (NetGames).
[34] Ryan Shea,et al. Rhizome: utilizing the public cloud to provide 3D gaming infrastructure , 2015, MMSys.
[35] Ming Wang,et al. Delay-Aware Quality Optimization in Cloud-Assisted Video Streaming System , 2018, ACM Trans. Multim. Comput. Commun. Appl..
[36] Hua-Jun Hong,et al. Placing Virtual Machines to Optimize Cloud Gaming Experience , 2015, IEEE Transactions on Cloud Computing.
[37] Hussein Al Osman,et al. Toward Delay-Efficient Game-Aware Data Centers for Cloud Gaming , 2016, ACM Trans. Multim. Comput. Commun. Appl..
[38] Wentong Cai,et al. The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming , 2018, IEEE Transactions on Multimedia.
[39] Jiantao Zhou,et al. Cost-Efficient and Quality of Experience-Aware Provisioning of Virtual Machines for Multiplayer Cloud Gaming in Geographically Distributed Data Centers , 2019, IEEE Access.
[40] Lea Skorin-Kapov,et al. Game Categorization for Deriving QoE-Driven Video Encoding Configuration Strategies for Cloud Gaming , 2018, ACM Trans. Multim. Comput. Commun. Appl..
[41] Kajal T. Claypool,et al. Latency and player actions in online games , 2006, CACM.
[42] M. Rupp,et al. Empirical study of subjective quality for Massive Multiplayer Games , 2008, 2008 15th International Conference on Systems, Signals and Image Processing.
[43] Vasileios Pappas,et al. Improving the Scalability of Data Center Networks with Traffic-aware Virtual Machine Placement , 2010, 2010 Proceedings IEEE INFOCOM.