• Title/Summary/Keyword: Client-Server Assignment

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A Method of Client-Server Assignment for Minimizing the CPU Power Consumption of Servers in a Game Server Cluster (게임 서버 클러스터에서의 서버의 CPU 전력 소모 최소화를 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul;Lee, Sunghae
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.137-148
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    • 2017
  • Since the power consumption of data centers is large and computer serves take a large portion of it, there have been much research on the power saving of servers in various ways recently. Among the units of severs CPU is one of major power consuming units. In this paper, a method of client-server assignment for minimizing the CPU power consumption of servers in a game server cluster is proposed. We model the client-server assignment problem as an optimization problem, and find a solution to the problem using a simulated annealing-based technique. One of major features of our method is to select a proper operating frequency according to the amount of load on a server. The selection of a lower frequency in case of low load will result in reducing power consumption. To our survey, little research on client-server assignment in consideration of power consumption has been carried out.

A Method for Assigning Clients to Servers for the Minimization of Client-Server Distance Deviation (클라이언트-서버간 거리 편차의 최소화를 위한 클라이언트의 서버 배정 방법)

  • Lee, Sunghae;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.97-108
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    • 2016
  • Multi-client online games usually employ multi-serve architectures. For group play, if the user response time deviation between the clients in a group is large, the fairness and attractions of the game will be degraded. In this paper, given new clients, we propose a method for assigning the clients to servers to minimize the deviation of client-server distance which plays a major role in the user response time. This method also supports client matching for group play and server load balancing. We formulate the client-server assignment problem as an IP one, and present a GA(Genetic Algorithm)-based algorithm to solve it. We experimented our method under various settings and analyzed its features. To our survey, little research has been previously performed on client-server assignment under consideration of client matching, distance deviation minimization and server load balancing.

A Method for Client-Server Allocation for Maximum Load Balancing and Automatic Frame Rate Adjustment in a Game Streaming Environment (게임 스트리밍 환경에서 최대 부하 균등 및 자동 프레임 레이트 조절을 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.77-88
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    • 2020
  • Recently, interest in game streaming is high in cloud-based gaming. In game streaming, remote game servers perform graphics rendering and stream the resulting scene images to clients' device on the Internet. We model the client-server allocation (CSA) problem for balancing the GPU load between servers in a game streaming environment as an optimization problem, and propose a simulated annealing-based method. The features of our method are that the method takes into account the constraints on network delay and has the ability to automatically adjust the frame rate of game sessions if necessary.

Fair Peer Assignment Scheme for Peer-to-Peer File Sharing

  • Hu, Chih-Lin;Chen, Da-You;Chang, Yi-Hsun;Chen, Yu-Wen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.5
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    • pp.709-735
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    • 2010
  • The reciprocal virtue of peer-to-peer networking has stimulated an explosion of peer population and service capacity, ensuring rapid content distribution in peer-to-peer networks. Critical issues such as peer churn, free riding, and skewed workload significantly affect performance results such as service agility, fairness, and resource utilization. To resolve these problems systematically, this study proposes a peer assignment scheme that supports fair peer-to-peer file sharing applications. The proposed scheme exploits the peer duality of both server-oriented peer capacity and client-oriented peer contribution. Accordingly, the system server can prioritize download requests and appropriately assign server peers to uploading file objects. Several functional extensions, including peer substitution and elimination, bandwidth adjustment, and distributed modification, help cope with subtle situations of service starvation and download blocking, and hence make the system design robust and amenable. Simulation results show this design is examined under both centralized and distributed peer-to-peer environments. Performance results confirm that the proposed mechanisms are simple but effective in maintaining service agility and fairness, without loss of overall service capacity in peer-to-peer files sharing systems.

Design and Implementation of Distributed Mutual Exclusion Lock Counter Algorithm (분산 상호 배제 카운트 알고리즘을 이용한 클라이언트 사용자 구분 시스템 개발)

  • Jang, Seung-Ju
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.4
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    • pp.1227-1235
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    • 2000
  • In this paper, we propose new concepts that the distributed counter value with the distributed EC system identify each user who users the distributed system. The web user should register his/her own user ID in the cyber shopping mall system. Instead of registration, this paper proposes the proprietary mechanism that is distributing counter. The counter assigns the distinguished number to each client. The distributed lock algorithm is used for mutual assignment of the counter to each client. The proposed algorithm is the best solution in the distributed environment system such as cyber shopping mall. If a user should register his/her own ID in every EC system, he/she may not try to use these uncomfortable systems. The mutual counter is used to identify each client. All of these features are designed and implemented on Windows NT web server. Also these features were experiments with 5 clients for 300 times. According to the experiments, clients have their own mutual counter value. The proposed algorithm will be more efficient in internet application environment. Moreover, it will improve the number of internet users.

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A performance and delay analysis of TDM scheduling algorithm for client/server traffic in WDM passive star networks (WDM 수동 성형망의 클라이언트/서버 트래픽을 위한 TDM 스케쥴링 알고리즘 성능 및 지연 분석)

  • 신용식
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.10a
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    • pp.6-6
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    • 1998
  • 본 논문에서는 WDM(Wavelength Division Multiplexing) 수동 성형망(Passive Star Network)에서 클라이언트/서버 트래픽을 위한 효율적인 TDM(Time Division Multiplexing) 스케쥴링 알고리즘을 소개하고 알고리즘의 성능분석 및 단대단 트래픽의 지연분석 결과를 소개한다. 클라이언트/서버 트래픽은 서버 노드와 클라이언트간의 송, 수신 트래픽 양이 클라이언트 노드간의 트래픽 양에 비해 상대적으로 크기 때문에 TT-FR 시스템의 TDM 시스템 기반으로 클라이언트/서버 트래픽의 특성을 효율적으로 이용하는 새로운 TDM 스케쥴링 방법으로 STFA(Server Traffic Frist Assignment) 알고리즘을 제시하고 성능 분석결과를 나타낸다. STFA 알고리즘은 서버 노드의 송신 및 수신에 각각 하나씩의 파장을 먼저 할당함으로써 클라이언트 노드는 송, 수신 모두를 위해 파장 조정이 요구되는 방법이다. STFA 알고리즘이 TT-FR 시스템의 TDM 스케쥴링 방법보다 짧은 프레임 길이를 제공함을 정적인(STatic) 트래픽 수요에 대해 보였으며 동적인(Dynamic) 트래픽 수요에 대해 단대단 트래픽의 지연분석 결과를 나타내었다. 이를 위해 다양한 시뮬레이션을 수행하였다.

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Design of Smart Service based on Reverse-proxy for the Internet of Things (리버스 프록시 기반 IoT 서비스 도메인 설계)

  • Park, Jiye;Kang, Namhi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.1-6
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    • 2014
  • The IoT (Internet of Things) is considered as a core technology to realize interconnected world. At this, companies composing ICT industry and standard organizations make efforts to accelerate it. IETF CoRE(Constrained RESTful Environment) working group standardized CoAP (Constrained Application Protocol) for the constrained device. CoAP has RESTful architecture and CoAP option is provided to use forward-proxy. The forward-proxy is used to translate protocol and perform requests on behalf of the client. However, communication between Internet based client and LLN(Low-power and Lossy Network) based CoAP server architecture has limitations to deploy real IoT service. In this architecture, problems like response delay, URI assignment and DoS attack can be occurred. To solve these problems, we propose the reverse-proxy based system. We consider both of static IoT and mobility IoT environments. Finally, our proposed system is expected to provide efficient IoT service.

P-RBACML : Privacy Enhancing Role-Based Access Control Policy Language Model (P-RBACML : 프라이버시 강화형 역할기반접근통제 정책 언어 모델)

  • Lee, Young-Lok;Park, Jun-Hyung;Noh, Bong-Nam;Park, Hae-Ryong;Chun, Kil-Su
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.5
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    • pp.149-160
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    • 2008
  • As individual users have to provide more information than the minimum for using information communication service, the invasion of privacy of Individual users is increasing. That is why client/server based personal information security platform technologies are being developed such as P3P, EPAL and XACML. By the way enterprises and organizations using primarily role based access control can not use these technologies. because those technologies apply access control policies to individual subjects. In this paper, we suggest an expression language for privacy enhancing role-based access control policy. Suggested privacy enhancing role-based access control policy language model is a variation of XACML which uses matching method and condition, and separately contains elements of role, purpose, and obligation. We suggest policy language model for permission assignment in this paper, shows not only privacy policy scenario with policy document instance, but also request context and response context for helping understanding.