• 제목/요약/키워드: queue game

검색결과 6건 처리시간 0.022초

Service Scheduling in Cloud Computing based on Queuing Game Model

  • Lin, Fuhong;Zhou, Xianwei;Huang, Daochao;Song, Wei;Han, Dongsheng
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제8권5호
    • /
    • pp.1554-1566
    • /
    • 2014
  • Cloud Computing allows application providers seamlessly scaling their services and enables users scaling their usage according to their needs. In this paper, using queuing game model, we present service scheduling schemes which are used in software as a service (SaaS). The object is maximizing the Cloud Computing platform's (CCP's) payoff via controlling the service requests whether to join or balk, and controlling the value of CCP's admission fee. Firstly, we treat the CCP as one virtual machine (VM) and analyze the optimal queue length with a fixed admission fee distribution. If the position number of a new service request is bigger than the optimal queue length, it balks. Otherwise, it joins in. Under this scheme, the CCP's payoff can be maximized. Secondly, we extend this achievement to the multiple VMs situation. A big difference between single VM and multiple VMs is that the latter one needs to decide which VM the service requests turn to for service. We use a corresponding algorithm solve it. Simulation results demonstrate the good performance of our schemes.

진화하는 온라인 롤플레잉 게임을 위한 분산형 게임 서버 모델 (The Distributed Server Model for the Evolutionary Online RP G)

  • 이남재;곽훈성
    • 한국게임학회 논문지
    • /
    • 제2권1호
    • /
    • pp.36-41
    • /
    • 2002
  • Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.

  • PDF

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
    • /
    • 제22권9호
    • /
    • pp.1-6
    • /
    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Benefits of Using Imperfect Information in Controlling an M/M/1 Queueing System

  • Nam, Ick-Hyun
    • Management Science and Financial Engineering
    • /
    • 제1권1호
    • /
    • pp.1-19
    • /
    • 1995
  • In this paper, we analyze an M / M / 1 queueing system where there are incentive conflicts among customers. Self-interested customers' decisions whether to join the system or not may not necessarily induce a socially optimal congestion level. As a way to alleviate the over-congestion, toll imposition was used in Naor's paper [3]. Instead of using a toll mechanism, we study the usefulness of imperfect information on system state (queue size, for example) as a way to reduce the over-congestion by self-interested customers. The main conclusion of this paper is that by purposefully giving fuzzy or imperfect information on the current queue size we can improve the congestion in the system. This result might look contradictory to rough intuition since perfect information should give better performance than imperfect information. We show how this idea is verified. In deriving this result, we use the concept of Nash equilibrium (pure and mixed strategy) as introduced in game theory. In some real situations, using imperfect information is easier to apply than imposing a toll, and thus the result of this paper has practical implications.

  • PDF

다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법 (Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games)

  • 유종근;김영식
    • 한국게임학회 논문지
    • /
    • 제15권6호
    • /
    • pp.97-106
    • /
    • 2015
  • 유니티 엔진 기반 다중 접속 온라인 게임에서는 통신 패킷 처리를 담당하는 네트워크 스레드와 게임 로직을 담당하는 메인 스레드를 분리해야 한다. 네트워크 스레드 간에 통신 패킷은 렌더링 속도 향상을 위하여 중복되는 패킷을 폐기할 필요가 있다. 본 논문에서는 유니티 엔진 기반 다중 접속 온라인 게임을 위한 네트워크 스레드 간 통신 패킷 폐기 기법을 제안한다. 제안하는 기법은 Partial Packet Discard 기법과 Periodic Packet Discard 기법을 혼합한 기법으로 네트워크 패킷을 큐로 관리하고 중복되는 패킷을 주기적으로 폐기하여 렌더링 속도를 향상시킨다. 제안하는 기법은 유니티 엔진 기반 다중 접속 온라인 게임의 다양한 패킷 발생 시뮬레이션을 통하여 렌더링 속도를 분석하고 효율성을 증명하였다.

이산사건 시뮬레이션에서의 우선순위 큐 성능분석을 위한 다단계 마코브 프로세스 모델: 창조 모델에 대한 사례연구 (A Multi-stage Markov Process Model to Evaluate the Performance of Priority Queues in Discrete-Event Simulation: A Case Study with a War Game Model)

  • 임동순
    • 한국시뮬레이션학회논문지
    • /
    • 제17권4호
    • /
    • pp.61-69
    • /
    • 2008
  • 이산사건 시뮬레이션에서의 미래사건 리스트 관리에 요구되는 우선순위 큐의 성능을 평가하기 위하여 사건의 삽입과 삭제패턴을 묘사한 성능 모델이 필요하다. 성능 모델을 이용하여 다양한 우선순위 큐 구조를 시간 복잡성 측면에서 비교 평가할 수 있다. 본 연구는 대상이 되는 시뮬레이션 모델이 반복적으로 운용되고, 실행 시간이 유한적인 경우에 보다 정확한 성능모델을 작성하는 방안을 제시한다. 제안된 성능모델은 다단계 마코브 프로세스 모델에 기반을 두어 확정적인 순서에 의한 삽입과 삭제를 하기 보다는 확률적인 패턴에 의해 연산 순서를 결정한다. 대한민국 육군의 전쟁 연습 모델인 창조 모델을 운영한 결과를 바탕으로 다단계 마코브 프로세스 모델을 작성한 사례연구를 포함하였다.

  • PDF