A Real-Time Delay-Sensitive Communication Approach Based on Distributed Processing

This paper proposes a delay-sensitive communication approach based on distributed processing for real-time applications that provide interactive services for multiple users in order to minimize the delay considering both admissible delay and delay variation rate. The proposed approach considers two scenarios, namely, simultaneous participation and successive participation. In the simultaneous participation, all users and servers are given, and the application is processed in different distributed servers; a user accesses a suitable server as a solution of the server selection problem. In the successive participation, where all servers are given, different users will be participated sequentially in a greedy manner with variation of time, while executing the currently applications. We formulate an integer linear programming (ILP) problem in the simultaneous participation scenario for the distributed server selection when all users and servers are given considering the parameter of admissible delay and delay-variation rate. We prove that the distributed server selection problem is NP-complete. By using a high-performance optimization solver, we solve the introduced ILP problem within a practical time for 800 users. We provide a method for the successive participation scenario by utilizing the ILP formulated in the simultaneous participation. Numerical results indicate that the proposed delay-sensitive communication approach based on distributed processing outperforms the conventional centralized processing approach in terms of delay.

[1]  R.M. Fujimoto,et al.  Parallel and distributed simulation systems , 2001, Proceeding of the 2001 Winter Simulation Conference (Cat. No.01CH37304).

[2]  Augusto Sarti,et al.  An Overview on Networked Music Performance Technologies , 2016, IEEE Access.

[3]  Wei Cai,et al.  A Survey on Cloud Gaming: Future of Computer Games , 2016, IEEE Access.

[4]  Sudarshan K. Dhall,et al.  On the game server network selection with delay and delay variation constraints , 2011, 2011 Third International Conference on Communication Systems and Networks (COMSNETS 2011).

[5]  Matti Siekkinen,et al.  Towards pervasive and mobile gaming with distributed cloud infrastructure , 2014, 2014 13th Annual Workshop on Network and Systems Support for Games.

[6]  Weisong Shi,et al.  The Promise of Edge Computing , 2016, Computer.

[7]  Filip De Turck,et al.  Network Function Virtualization: State-of-the-Art and Research Challenges , 2015, IEEE Communications Surveys & Tutorials.

[8]  André Schiper,et al.  Lightweight causal and atomic group multicast , 1991, TOCS.

[9]  Jouni Smed,et al.  Realizing the bullet time effect in multiplayer games with local perception filters , 2005, Comput. Networks.

[10]  Vikram Srinivasan,et al.  CloudIQ: a framework for processing base stations in a data center , 2012, Mobicom '12.

[11]  Benjamin W. Wah,et al.  Concealing network delays in delay-sensitive online interactive games based on just-noticeable differences , 2013, 2013 IEEE International Conference on Multimedia and Expo (ICME).

[12]  Farrukh Arslan,et al.  Service Oriented Paradigm for Massive Multiplayer Online Games , 2012, SOCO 2012.

[13]  Eiji Oki,et al.  Distributed processing communication scheme for real-time applications considering admissible delay , 2016, 2016 IEEE International Workshop Technical Committee on Communications Quality and Reliability (CQR 2016).

[14]  Raouf Boutaba,et al.  Cloud computing: state-of-the-art and research challenges , 2010, Journal of Internet Services and Applications.

[15]  Kang-Won Lee,et al.  Adaptive server selection for large scale interactive online games , 2005, Comput. Networks.

[16]  Yichuan Jiang,et al.  A Survey of Task Allocation and Load Balancing in Distributed Systems , 2016, IEEE Transactions on Parallel and Distributed Systems.

[17]  Marios D. Dikaiakos,et al.  Cloud Computing: Distributed Internet Computing for IT and Scientific Research , 2009, IEEE Internet Computing.

[18]  David R. Jefferson,et al.  Virtual time , 1985, ICPP.

[19]  Scott A. Barnett,et al.  A Cost Comparison of Distributed and Centralized Approaches to Video-on-Demand , 1996, IEEE J. Sel. Areas Commun..

[20]  Richard M. Fujimoto,et al.  Research Challenges in Parallel and Distributed Simulation , 2016, ACM Trans. Model. Comput. Simul..

[21]  Kang-Won Lee,et al.  Adaptive server selection for large scale interactive online games , 2004, NOSSDAV '04.

[22]  Sudarshan K. Dhall,et al.  Server selection with delay constraints for online games , 2010, 2010 IEEE Globecom Workshops.

[23]  Gwendal Simon,et al.  A hybrid edge-cloud architecture for reducing on-demand gaming latency , 2014, Multimedia Systems.

[24]  Philip F. Chimento,et al.  IP Packet Delay Variation Metric for IP Performance Metrics (IPPM) , 2002, RFC.

[25]  Seungjoon Lee,et al.  Network function virtualization: Challenges and opportunities for innovations , 2015, IEEE Communications Magazine.

[26]  Teruo Higashino,et al.  Edge-centric Computing: Vision and Challenges , 2015, CCRV.

[27]  Noriyuki Takahashi,et al.  Analysis of Process Assignment in Multi-tier mobile Cloud Computing and Application to Edge Accelerated Web Browsing , 2015, 2015 3rd IEEE International Conference on Mobile Cloud Computing, Services, and Engineering.

[28]  Alessandro Pellegrini,et al.  Transparently Mixing Undo Logs and Software Reversibility for State Recovery in Optimistic PDES , 2015, SIGSIM-PADS.

[29]  Michael Hunter,et al.  Power Efficient Distributed Simulation , 2017, SIGSIM-PADS.

[30]  Eiji Oki,et al.  Computational time complexity of allocation problem for distributed servers in real-time applications , 2016, 2016 18th Asia-Pacific Network Operations and Management Symposium (APNOMS).

[31]  Mohammad Hossein Javidi,et al.  Comparison Between Communication Infrastructures of Centralized and Decentralized Wide Area Measurement Systems , 2011, IEEE Transactions on Smart Grid.

[32]  Roberto Baldoni,et al.  A classification of total order specifications and its application to fixed sequencer-based implementations , 2006, J. Parallel Distributed Comput..