scholarly journals Dynamic Resource Scheduling Cloud using Enhanced Queuing Model

2020 ◽  
Vol 9 (1) ◽  
pp. 2064-2071

The important goal of cloud computing is to offer larger data center that satisfies the storage requirements of the customer. The entire data can’t be saved in a single server. Cloud provider (CP) has cluster of servers to fulfill the cloud request from various real time applications. The data is fragmented in multiple servers to maintain availability. Since the data request of a customer needs data from various servers, there is a possibility of attaining dead lock. In this paper, an enhanced queuing model is proposed where the cloud request (CR) is received in queuing manner for allocation of resources. A session is created for the CR with the CP resource allocation from cloud severs. This enables to put constraint on the number of CR making a session with CP to avoid resource suppression. The Wait for Resource algorithm is used for allocating the server resources to a CR without deadlock in a session. This enables to forecast the resource requirements prior to resource allocation phase in a session. This makes the dynamic resource allocation efficient and free of deadlock. The results obtained evaluates the proposed model and helps the CP in dynamically choosing the number of server nodes necessary to achieve better performance for an real time application.

Author(s):  
Sergei Gorlatch ◽  
Frank Glinka ◽  
Alexander Ploss ◽  
Dominik Meiländer

This chapter describes a novel, high-level approach to designing and executing online computer games. The approach is based on our Real-Time Framework (RTF) and suits a wide spectrum of online games including Massively Multiplayer Online Games (MMOG) and First-Person Shooters (FPS). The authors address major design issues like data structures and Area of Interest (AoI), with a special focus on the scalability of games implemented on multiple servers, including distribution of the game state, inter-server communication, object serialization and migration, etc. The chapter illustrates the approach with two case studies: the design of a new multi-player online game and bringing the single-server commercial game Quake 3 to multiple servers in order to increase the number of simultaneous players. The authors show the place of their approach in the taxonomy of game development approaches, and they report experimental results on the performance of games developed using RTF.


2020 ◽  
Vol 13 (5) ◽  
pp. 957-964
Author(s):  
Siva Rama Krishna ◽  
Mohammed Ali Hussain

Background: In recent years, the computational memory and energy conservation have become a major problem in cloud computing environment due to the increase in data size and computing resources. Since, most of the different cloud providers offer different cloud services and resources use limited number of user’s applications. Objective: The main objective of this work is to design and implement a cloud resource allocation and resources scheduling model in the cloud environment. Methods: In the proposed model, a novel cloud server to resource management technique is proposed on real-time cloud environment to minimize the cost and time. In this model different types of cloud resources and its services are scheduled using multi-level objective constraint programming. Proposed cloud server-based resource allocation model is based on optimization functions to minimize the resource allocation time and cost. Results: Experimental results proved that the proposed model has high computational resource allocation time and cost compared to the existing resource allocation models. Conclusion: This cloud service and resource optimization model is efficiently implemented and tested in real-time cloud instances with different types of services and resource sets.


2008 ◽  
Vol 2008 ◽  
pp. 1-16 ◽  
Author(s):  
Frank Glinka ◽  
Alexander Ploss ◽  
Sergei Gorlatch ◽  
Jens Müller-Iden

Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF) middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.


2010 ◽  
Vol 56 (2) ◽  
pp. 879-887 ◽  
Author(s):  
Martijn M H P van den Heuvel ◽  
Reinder J Bril ◽  
Stefan Schiemenz ◽  
Christian Hentschel

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