TU Delft
 
Alexandru IOSUP
Computer Science for Gaming (Massively Multiplayer Online Games)
Parallel and Distributed Systems
EWI PDS-A.Iosup-Research -Computer Science for Gaming
 
 
 
 
 
 
 
 
 
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Research on Computer Science for Gaming (2004-ongoing) printer-friendly version: Gaming Research by Alexandru Iosup, PDF [0.2MB]
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Rationale
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why and how is this work relevant?
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Massively Multiplayer Online Games (MMOGs) have recently emerged as a novel Internet-based entertainment application. Hundreds of MMOGs already serve tens of millions of paying customers world-wide, with virtual worlds such as World of Warcraft and Runescape hosting daily several millions of players. These players want fast-paced entertainment delivered through the Internet, which raises important content and resource requirements; when these are not met in full and on time, players will quit. However, the current industry approach in addressing these requirements has high cost and limited scalability. The high cost makes the market inaccessible for amateur and small game developers. The limited scalability means that even the largest game developers cannot support this rapidly growing community. We aim to investigate scalable, dependable, yet low-cost computational technologies for MMOGs.

Recently, a social component was added to MMOGs---Massively Social Gaming defines MMOGs in which the social interaction between players enhances and extends the gameplay experience, not the least through emergent behavior. We aim to investigate the social component of MMOGs, and to understand how to leverage it to make the lives of MMOG players better.

As a third main goal, we would like to better integrate gaming into education (for a complex set of reasons that include but go beyond this rationale).


Main Topics
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which elements of gaming do we address?
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An overview of the main topics and their challenges -:

  1. Game world simulation: scalable, epic, fast-paced, etc.
  2. Game content generation: automated, crowdsourced, etc.
  3. Game analytics: automated, massive-scale, real-time, persistent, durable, etc.

People
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who is part of the group?
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  • Undergraduate Students: Anand Sawant, Jerry de Swart, Fedor Jutte (TU Delft), Maria Carpen, Alexandru Dimitriu, Stefan Istrate, Adrian Lascateu, Georgiana Petria (Politehnica University of Bucharest, Romania).
  • Graduate Students: Siqi Shen, Yong Guo (TU Delft), Vlad Nae (U. Innsbruck, Austria).
  • Development and Valorization: Otto Visser.
  • Collaborators: Dick Epema, Henk Sips (both TU Delft), Thomas Fahringer, Radu Prodan (both U. Innsbruck, Austria), Nicolae Tapus, Vlad Posea, Mihaela Balint (Politehnica University of Bucharest, Romania).
  • Yours truly: Alexandru Iosup.

 


Main Research Questions
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what do we try to achieve?
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  1. What are the characteristics of real MMOG workloads? Much effort has been put into characterizing the workloads of MMO Role Playing Games, a popular branch of MMOGs. However, many questions remain unanswered before the characterization is complete. What are the differences between MMOGs and other Internet-based applications? What are the characteristics of different types of MMOGs?
     
  2. How to evaluate the performance of a system, algorithm,  or mechanism designed for MMOGs? A major impediment to developing the area of MMOGs is the lack of an accepted method to evaluate the impact of new findings in system, algorithm, and mechanism design. How to evaluate the performance of MMOGs using simulations? Or real system experiments? Or analytical models?
     
  3. What are the characteristics of the social networks present in MMOGs?  While researchers have investigated the structure of (social) networks for decades, the activity characteristics and the community structure of online social gaming remain relatively unknown. What are the unique characteristics of the MMOG community? What characteristics do MMOG communities share with traditional (online) communities such as FaceBook, Youtube, Microsoft Messenger, and Flickr?
     
  4. Can MMOGs make use of clouds? As a consequence of their internal organization or of the policies of existing data centers towards hosting MMOGs, many MMOG operators have to maintain large computing infrastructures, either self-owned or leased over long periods of time. A possible alternative is to use resources and services provisioned from commercial clouds, perhaps as a complement to existing infrastructure and services. But which MMOGs can now leverage cloud infrastructure and platform services? Can MMOGs function well under the availability and performance profiles of the current production cloud services? Can we improve the MMOG analytics to MMOG social analysis?
     

 


Main Achievements
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what did we do?
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  1. Collected input to characterize the workloads of several real MMOGs. We have collected long-term traces that can be used to characterize the workloads of several real MMOGs. We have already used [1,7] one such trace to uncover the interaction between players as a major strain to the system; this was ignored in previous work on MMOG workloads, and also helps distinguishing MMOGs from well-studied Internet-based applications such as Web servers.
     
  2. Designed CAMEO, a framework for continuous analytics for massively multiplayer online games (MMOGs) using cloud resources. We have provided [4] a first estimate of the feasibility and costs of performing continuous analytics for MMOGs on cloud resources.
     
  3. Within edutain@grid, analyzed the feasibility of running massively multiplayer online games (MMOGs) on cloud resources. We have analyzed [1,7] the potential gains of running MMOGs on cloud resources, based on an ideal cloud/data center model. We have started to investigate [5] the impact of virtualization on running MMOGs on cloud resources.
     
  4. Analyzed several aspects of the social component for the BBO / BBO Fans online bridge communities. We have analyzed [11] the community structure and the ability of the community to coordinate its activity (self-organization, synchronization) among tens of thousands of players.
     

 


Main Findings
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what did we find?
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  1. "It is possible to automatically generate at massive scale puzzle instances of commercial quality on grid infrastructure." [6][7]
     
  2. "Otherwise unused (spare) resources may be used to solve complex puzzle instances at almost zero cost and with reduced overhead, if appropriate resource allocation policies are used." [3]
     
  3. "The performance of the production cloud services offered by Amazon Web Services and Google App Engine varies over time, and can alter significantly the performance and cost profiles of large-scale applications such as social gaming (state management, trading virtual goods, etc.)." [9]
     
  4. "Continuous analytics for MMOGs on cloud resources is feasible and shows good promise of being cost-effective." [4][13]
     
  5. "Dynamic resource allocation from clouds can lead to a tenfold reduction of the platform operation costs for massively multiplayer online games (MMOGs)." [1][7]
     
  6. "Games can be used as and are a good vehicle for teaching the principles of Software Engineering, provided the curriculum uses the appropriate games for teaching the right topics." [1]
     
  7. "Without adequate resource virtualization policies, the performance limitations threaten to cancel out the benefits of resource virtualization." [5][10]
     
  8. "For online bridge, the following player behavior type are common: community builder, community member, random player, faithful player. Moreover, online bridge communties are coordinated (self-organized, synchronized) even for large numbers of players (tens of thousands). " [11][12]
     

 


Publications
journals/conferences/workshops | all PDS group publications | my publications (with BibTeX) | my DBLP entry | my ACM DL entry
2011 click to toggle the display of all publications <-- click to see more details
[17] S. Shen, and A. Iosup, The XFire Online Meta-Gaming Network: Observation and High-Level Analysis , In International Workshop on Massively Multiuser Virtual Environments (MMVE 2011), October 14-17, 2011, Nanchang, JiangXi Province, China; held in conjunction with the IEEE International Symposium on Audio-Visual Environments and Games (HAVE 2011) (accepted)
keywords Meta-Gaming Networks, XFire, Social networks, Community structure, User Content Generation, Play duration, Gaming, Online social networks, Face to face social networks, User behavior.
 
Article The XFire Online Meta-Gaming Network: Observation and High-Level Analysis
 in MMVE 2011, PDF [0.5MB]  
[16] M. Hendrikx, S. Meijer, J. v.d. Velden, and A. Iosup, Procedural Content Generation for Games: A Survey, In ACM Transactions on Multimedia Computing, Communications and Applications (ACM TOMCCAP) (accepted with revisions; revision submitted July 2011)
keywords procedural content generation for games, survey, PCG-G, PCG, Gaming, FDG, CIG, AIIDE, DiGRA, SIGGRAPH, SIGCHI, EuroPar, LSAP, PCGames.
 
Article Procedural Content Generation for Games: A Survey in ACM TOMCCAP, PDF [1.35MB]  
[15] M. Balint, V. Posea, A. Dimitriu, and A. Iosup, An Analysis of Social Gaming Networks in Online and Face to Face Bridge Communities , In ACM Workshop on Large-scale System and Application Performance (LSAP 2011), San Jose, CA, USA, June 8, 2011; held in conjunction with the 20-th International ACM Symposium on High-Performance Parallel and Distributed Computing (HPDC 2011) (accepted)
keywords Social networks, Community structure, Gaming, Online social networks, Face to face social networks, Bridge, User behavior, Playing style.
 
Article An Analysis of Social Gaming Networks in Online and Face to Face Bridge Communities
 in ACM/IEEE LSAP 2011, PDF [0.25MB]  
[14] V. Nae, R. Prodan, T. Fahringer, and A. Iosup, A new business model for massively multiplayer online games, 2nd ACM/SPEC International Conference of Performance Engineering (ICPE 2011), March 2011. (accepted)
keywords cloud computing, economic model, massively multiplayer online games, MMOG, cloud-based gaming.
 
 
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2010  click to toggle the display of all publications <-- click to see more details
[13 A. Iosup, A. Lascateu, and N. Tapus, CAMEO: Enabling Social Networks for Massively Multiplayer Online Games through Continuous Analytics and Cloud Computing, In ACM/IEEE Symposium on Network and Systems Support for Games (NetGames 2010), Taipei, Taiwan, November 16-17, 2010 (accepted, acceptance ratio 30%=9/27)
keywords CAMEO, game analytics, cloud computing, massively social gaming, data acquisition, data mining, data visualization.
 
Article CAMEO: Enabling Social Networks for Massively Multiplayer Online
Games through Continuous Analytics and Cloud Computing in ACM/IEEE NetGames 2010, PDF [0.3MB]
[12 M. Balint, V. Posea, A. Dimitriu, and A. Iosup, User Behavior, Social Networking, and Playing Style in Online and Face to Face Bridge Communities, In ACM/IEEE Symposium on Network and Systems Support for Games (NetGames 2010), Taipei, Taiwan, November 16-17, 2010 (accepted, short paper)
keywords BBO, BBO Fans, game analytics, massively social gaming, data acquisition, data mining, social networking.
 
Article User Behavior, Social Networking, and Playing Style in Online and
Face to Face Bridge Communities in ACM/IEEE NetGames 2010, PDF [0.2MB]
[11 V. Posea, M. Balint, A. Dimitriu, A. Iosup, An analysis of the BBO fans online social gaming community, In Roedunet International Conference (RoEduNet), 2010 9th, Jun 24-26, 2010 (accepted).
keywords massively social gaming, social network analysis, BBO Fans, social networks, massively multiplayer online games, game analytics, MMOG analytics, MSG analytics..
 
Article An analysis of the BBO fans online social gaming community at RoEduNet 2010, PDF [0.8MB]
Electronic EditionBiBTeX EntryConference Entry
[10 A. Iosup, Vlad Nae, and Radu Prodan, The Impact of Virtualization on the Performance and Operational Costs of Massively Multiplayer Online Games, In Int. J. Adv. Media and Comput. (IJAMC), vol.4(4), pp.364-386, 2010 (accepted).
keywords massively multiplayer online games, platform, virtualization, cloud computing.
 
The Impact of Virtualization on the Performance and Operational Costs of Massively Multiplayer Online Games in IJAMC 2010, PDF [0.5MB]
Electronic EditionBiBTeX Entry
journal
[9 A. Iosup, N. Yigitbasi, and D. Epema, On the Performance Variability of Production Cloud Services, (under submission).
keywords social gaming, cloud computing, performance variability, social applications, Amazon Web Services, Google App Engine.
 
 
  info Evaluated the performance variability of over ten cloud service operations from two major production clouds (Amazon Web Services and Google App Engine). Investigated through trace-based simulations the impact of the variability observed for the studied cloud services on three large-scale applications, job execution in scientific computing, virtual goods trading in social networks, and state management in social gaming.
 
 
[8 R. Prodan, V. Nae, and A. Iosup, Dynamic Resource Provisioning in Massively Multiplayer Online Games, In IEEE Transactions on Parallel and Distributed Systems (TPDS), 2010 (accepted).
keywords massively multiplayer online games, platform, virtualization, cloud computing.
 
Article Dynamic Resource Provisioning in Massively Multiplayer Online Games in IEEE TPDS 2010, PDF [1.0MB]
Electronic EditionBiBTeX Entry
journal  
  info (Improved version of our SC|08 article) We have investigated a new dynamic resource provisioning method for MMOG operation using external data centres as low-cost resource providers. We have introduced a comprehensive MMOG load model that takes into account both the player interaction type and the population size. We have assessed using trace-based simulation the impact of the data centre policies on the quality of resource provisioning. Last, we have presented experimental results showing the real-time parallelization and load balancing of a real game prototype using data centre resources provisioned using our method and show its advantage against a typical client threshold approach.
 
 
[7 A. Iosup, POGGI: Generating Puzzle Instances for Online Games on Grid Infrastructures, In Concurrency and Computation: Practice and Experience (CPE), 2010 (accepted, in print).
keywords puzzle instance generation, massively multiplayer online games, content generation, platform, grid computing, cloud computing.
 
POGGI: Generating Puzzle Instances for Online Games on Grid Infrastructures in CCPE 2010, PDF [0.7MB]
Electronic EditionBiBTeX Entry
journal  
  info (Extended version of EuroPar 2009 article) In this work we have investigated the automated puzzle game content generation for MMOGs on grid infrastructures. First, we have characterized the requirements of this novel grid application. With long-term real traces taken from a popular MMOG we have shown that hundreds of thousands of players are simultaneously online during peak periods, which makes content generation a large- scale compute-intensive problem. Second, we have designed the POGGI architecture, which focuses on large-scale generation of puzzle instances that match well the solving ability of the players, and that lead to fresh playing experience. We assess the performance of our reference implementation in a real pool of over 1,600 computing nodes, and demonstrate that POGGI can generate commercial-quality content efficiently and robustly.
 
 
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2009  click to toggle the display of all publications <-- click to see more details
[6 A. Iosup, POGGI: Puzzle-Based Online Games on Grid Infrastructures, In Euro-Par Conference 2009, Aug 25-29, 2009 (accepted). Distinguished Paper Award!
keywords massively multiplayer online games, game content generation, grid computing, resource management, workflows.
 
Article POGGI: Puzzle-Based Online Games on Grid Infrastructures at EuroPar 2009, PDF [0.8MB]
Electronic EditionDBLP BiBTeX EntryDBLP Conference Entry
Award
 
  info We are the first to identify the problem of the scalability of game content generation. To address this problem, we have designed an implemented POGGI, an architecture for automatic and dynamic content generation for MMOGs. Our architecture focuses on puzzle game content generation, which is one of the most important components of the generic game content generation problem. Experimental results in a large resource pool show that our approach can achieve and even exceed the manual generation of commercial content.
 
 
[5 V. Nae, A. Iosup, R. Prodan, and T. Fahringer, The Impact of Virtualization on the Performance of Massively Multiplayer Online Games, In ACM/IEEE Symposium on Network and Systems Support for Games (NetGames 2009), Paris, France, November 23-24, 2009 (accepted, acceptance ratio 27%=10/37).
keywords massively multiplayer online games, platform, virtualization, cloud computing.
 
The Impact of Virtualization on the Performance of Massively Multiplayer Online Games at NetGames 2009, PDF [0.5MB]  
  info We have proposed a new hybrid resource provisioning model that uses a smaller and less expensive set of self-owned data centers, complemented by virtualized cloud computing resources during peak hours. Using real traces from RuneScape, one of the most successful contemporary MMOGs, we have evaluated with simulations the effectiveness of the on-demand cloud resource provisioning strategy for MMOGs.
 
 
[4 A. Iosup, CAMEO: Continuous Analytics for Massively Multiplayer Online Games on Cloud Resources, In 2nd International Workshop on Real Time Online Interactive Applications on the Grid (ROIA 2009), Delft, the Netherlands, August 24, 2009, Springer, LNCS vol.?, p.1--10 (accepted, in print).
keywords massively multiplayer online games, analytics, cloud computing.
 
CAMEO: Continuous Analytics for Massively Multiplayer Online Games on Cloud Resources at ROIA 2009, PDF [0.5MB]  
  info We have introduced CAMEO, an architecture for Continuous Analytics for Massively multiplayEr Online games on cloud resources.
 
 
[3 O. Sonmez, B. Grundeken, H. Mohamed, A. Iosup, and D.H.J. Epema, Scheduling Strategies for Cycle Scavenging in Multicluster Grid Systems, In the IEEE International Symposium on Cluster Computing and the Grid (CCGrid'09), May 18-21, 2009 (accepted; acceptance ratio 21%=57/271).
keywords cycle scavenging, grid computing, scheduling, game solving, eternity ii.
 
Article Scheduling Strategies for Cycle Scavenging in Multicluster Grid Systems at CCGrid 2009, PDF [0.2MB]
Electronic EditionDBLP BiBTeX EntryDBLP Conference Entry
  info Attempting to solve a very compute-invensive through the use of spare (unused) compute cycles in a mid-sized grid.
 
 
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2008  click to toggle the display of all publications <-- click to see more details
[2 V. Nae, A. Iosup, S. Podlipnig, R. Prodan, D.H.J.Epema, T. Fahringer, Efficient Management of Data Center Resources for Massively Multiplayer Online Games, In the ACM/IEEE SuperComputing Conference on High Performance Networking and Computing (SC'08), Nov 10-16, 2008 (accepted; acceptance ratio 20%).
keywords massively multiplyer online games (MMOG), cloud computing, data centers, virtual environments, resource provisioning, games.
 
Article Efficient Use of Data Center Resources for Massively Multiplayer Online Games at SuperComputing 2008, PDF [0.6MB]
Electronic EditionDBLP BiBTeX EntryDBLP Conference Entry
 
  info We have analyzed through trace-based simulations the potential of running MMOGs entirely in clouds and data centers. We modeled ideal clouds and data centers, and found a theoretically achievable ten-fold reduction in the resource consumption.
 
 
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2004  click to toggle the display of all publications <-- click to see more details
[1 A. Iosup, A.L. Varbanescu, T. Ionescu, N. Tapus, Gaming for Knowledge --- Curriculum on Programming Fundamentals and Technologies, In Proceedings of the The Fourth International Conference, Internet---Education---Science IES'04, 5-9 October 2004, Vinnytsia, Ukraine.
keywords gaming, teaching, software engineering.
 
 
  info using computer games for teaching fundamental courses from Software Engineering curricula.
 
 
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Last modified: Thu, 4 August, 2011 11:22 AM
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