Resource management for data center based gaming
First Claim
1. A method to manage data center resources for a game service, the method comprising:
- deploying the game service for a plurality of game clients;
providing a sequence of game events to the game clients based on a probability of occurrence for the game events in the sequence;
determining a resource demand on a data center infrastructure due to the deployed game service;
if the resource demand is above a predefined resource threshold, modifying the probability of occurrence for at least one of the game events such that the sequence of game events is modified to reduce the resource demand; and
one of encouraging or incentivizing at least one of the game clients to select a game event in the sequence such that the resource demand is reduced as a result of the selection.
5 Assignments
0 Petitions
Accused Products
Abstract
Technologies are presented for managing a resource demand on a data center providing game services by adjusting a probability of various kinds of game events. Data center load data may be received and used to adjust occurrence tables associated with both one-off and lengthy game events that may direct game clients toward events that may involve lesser resource demand. Contrary to conventional load balancing for non-gaming applications, the methods described herein may take advantage of the pseudorandom event nature that may be a part of a game experience in gaming applications. The resource demand may be altered without changing the number of customers served or the quality of service provided. Thus, resource management may be enhanced while serving the same number of customers.
-
Citations
20 Claims
-
1. A method to manage data center resources for a game service, the method comprising:
-
deploying the game service for a plurality of game clients; providing a sequence of game events to the game clients based on a probability of occurrence for the game events in the sequence; determining a resource demand on a data center infrastructure due to the deployed game service; if the resource demand is above a predefined resource threshold, modifying the probability of occurrence for at least one of the game events such that the sequence of game events is modified to reduce the resource demand; and one of encouraging or incentivizing at least one of the game clients to select a game event in the sequence such that the resource demand is reduced as a result of the selection. - View Dependent Claims (2, 3, 4, 5, 6, 7)
-
-
8. A data center configured to deploy a game service for a plurality of game clients, the data center comprising:
-
a management server configured to; monitor a data center infrastructure; and determine a resource demand on the data center infrastructure; and at least one server configured to; deploy the game service; provide a sequence of game events to the game clients based on a probability of occurrence for the game events in the sequence; receive an alert from the management server if the resource demand is above a predefined resource threshold; modify the probability of occurrence for at least one of the game events, if the resource demand is above a predefined resource threshold, such that the sequence of game events is modified to reduce the resource demand; and preserve a pseudorandom nature of the sequence of game events when modifying the probability of occurrence. - View Dependent Claims (9, 10, 11, 12, 13, 14, 15, 16)
-
-
17. A game vendor server configured to deploy a game service for a plurality of game clients, the game vendor server comprising:
-
a memory configured to store instructions; and a processor configured to execute a game application in conjunction with the instructions stored in the memory, the game application configured to; provide a sequence of game events the game clients based on a probability of occurrence for the game events in the sequence; monitor a resource demand server due to the deployed game service; and if the resource demand is above a predefined resource threshold, one or more of;
modify the probability of occurrence for at least one of the game events, incentivize at least one of the game client to select a game event in the sequence, and move at least one of the game client to a different game instance,such that the resource demand is reduced while preserving a pseudorandom nature of the sequence of game events. - View Dependent Claims (18, 19, 20)
-
Specification