David Finkel, Mark Claypool, Sam Jaffe, Thinh Nguyen and Brendan Stephen
OnLive is a thin-client, cloud-based, video game streaming service. As part of their service, OnLive must distribute game content to their servers in a manner that provides good performance for the players while using hardware resources effectively. In order to evaluate and improve the effectiveness of their game distribution strategies, we built a simulator for OnLive's service and modeled their current game distribution strategy. Using a hill-climbing algorithm, we constructed game distribution strategies with improved abilities to meet customer demand while significantly reducing disk space requirements.
Download:
See also:
Samuel Jaffe, Brendan Stephen, and Thinh Nguyen. Intelligent Simulation of Worldwide Application Distribution for OnLive's Server Network, Major Qualifying Project E-project-033014-145824, Computer Science, Spring 2014. (Advisors Mark Claypool and David Finkel) http://www.cs.wpi.edu/~claypool/mqp/onlive/
Mark Claypool, David Finkel, Alexander Grant and Michael Solano. On the Performance of OnLive Thin Client Games, Springer Multimedia Systems Journal (MMSJ) - Special Issue on Network Systems Support for Games, DOI 10.1007/s00530-014-0362-4, pages 1-14, February 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/onlive-journal/
Mark Claypool and David Finkel. The Effects of Latency on Player Performance in Cloud-based Games, In Proceedings of the 13th ACM Network and System Support for Games (NetGames), Nagoya, Japan, December 4-5, 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/cloud-games/