Resource allocation to game titles in a remote gaming environment
First Claim
1. A non-transient computer storage medium storing computer-useable instructions that, when used by one or more computing devices, cause the one or more computing devices to perform operations for allocating computing resources, the operations comprising:
- identifying a plurality of gaming sessions of a game service and one or more characteristics of the plurality of gaming sessions;
forming a first monitoring group of the game service based on the one or more characteristics shared by the plurality of gaming sessions of the game service;
determining a total amount of standby resources allocated to the first monitoring group but not being actively utilized;
monitoring resource demands of the first monitoring group;
calculating a dynamic threshold for the standby resources based on the resource demands of the first monitoring group;
determining that the total amount of standby resources is below the dynamic threshold; and
allocating additional standby resources to the first monitoring group among a plurality of monitoring group in response to the total amount of standby resources being below the dynamic threshold.
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Abstract
Embodiments of the present invention monitor and dynamically allocate computing resources to a game service. A game service provides a remote gaming environments to which users connect over a wide area network, such as the internet. A game session runs a single instance of a game title. The game session runs the video game code responsible for creating the playing experience for the users. In another embodiment, the number of active game sessions is monitored and computing resources are allocated dynamically as the number of sessions increases or decreases.
15 Citations
20 Claims
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1. A non-transient computer storage medium storing computer-useable instructions that, when used by one or more computing devices, cause the one or more computing devices to perform operations for allocating computing resources, the operations comprising:
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identifying a plurality of gaming sessions of a game service and one or more characteristics of the plurality of gaming sessions; forming a first monitoring group of the game service based on the one or more characteristics shared by the plurality of gaming sessions of the game service; determining a total amount of standby resources allocated to the first monitoring group but not being actively utilized; monitoring resource demands of the first monitoring group; calculating a dynamic threshold for the standby resources based on the resource demands of the first monitoring group; determining that the total amount of standby resources is below the dynamic threshold; and allocating additional standby resources to the first monitoring group among a plurality of monitoring group in response to the total amount of standby resources being below the dynamic threshold. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A computer-implemented method, comprising:
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monitoring computing resources used by a plurality of monitoring groups associated with a plurality of game titles running on a plurality of computing devices, wherein game sessions are allocated to a first monitoring group based on a characteristic shared by the game sessions; creating a new game session with a specific game title; determining active computer memory for an existing game session in a monitoring group associated with the specific game title; determining a shared attribute between the new game session and the existing game session in the monitoring group associated with the specific game title; and based on the shared attribute, recycling a game code used by the existing game session and allocating the game code in the active computer memory to the new game session. - View Dependent Claims (12, 13, 14, 15, 16, 17)
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18. A computing system, comprising:
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a processor; and computer storage memory having computer-executable instructions stored thereon which, when executed by the processor, implement a method of managing computing resources allocated to a remote game service, the method comprising; monitoring computing resources used by a first monitoring group among a plurality of monitoring groups, wherein game sessions are allocated to the first monitoring group based on a game title and a location shared by the game sessions; determining a total amount of standby resources not actively being utilized by the game sessions; monitoring resource demands associated with the first monitoring group, the resource demands including a count of all active game sessions in the first monitoring group; calculating a dynamic threshold for the standby resources based on a demand characteristic of the resource demands associated with the first monitoring group; determining that the total amount of standby resources is below the dynamic threshold; and allocating additional standby resources to the first monitoring group in response to the total amount of standby resources being below the dynamic threshold. - View Dependent Claims (19, 20)
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Specification