Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
(NOTE: Sheng-Wei Chen is also known as Kuan-Ta Chen.)
MMORPG is shown to be a killer application of
Internet, with a global subscriber number increased to 17 millions
in 2010. However, MMORPG servers tend to be overly provisioned
because 1) such games do not have standard architectures
thus dedicated hardware is assumed; 2) MMORPGs normally
adopt a “sharded design” to resolve the scalability challenges of
content production and workload distribution; and 3) a game is
commonly deployed in geographically distributed data centers to
protect gamers from excessive network latencies. Therefore, an
operator needs to deploy dedicated hardware for each game in
each data center, even though hardware utilization is low.
In this paper, we propose a zone-based server consolidation strategy for MMORPGs, which exploits the unique spatial locality property of players’ interactions, to cut down the games’ considerable hardware requirement and energy use. We evaluate the effectiveness of our strategy based on a nine-month trace from a popular MMORPG World of Warcraft. The evaluation results show that, with a per-hour dynamic zone reallocation policy, the server number required can be reduced by 52% and the total energy consumption can be reduced by 62%, while the user-experienced latency remains undegraded.
Yeng-Ting Lee and Kuan-Ta Chen, "Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft," In Proceedings of IEEE CLOUD 2010, July 2010.
@INPROCEEDINGS{lee10:consolidation,
AUTHOR = {Yeng-Ting Lee and Kuan-Ta Chen},
TITLE = {Is Server Consolidation Beneficial to {MMORPG}? A Case Study of {World of Warcraft}},
BOOKTITLE = {Proceedings of IEEE CLOUD 2010},
MONTH = {July},
YEAR = {2010}
}
AUTHOR = {Yeng-Ting Lee and Kuan-Ta Chen},
TITLE = {Is Server Consolidation Beneficial to {MMORPG}? A Case Study of {World of Warcraft}},
BOOKTITLE = {Proceedings of IEEE CLOUD 2010},
MONTH = {July},
YEAR = {2010}
}
