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Record W2110922787 · doi:10.1109/ispass.2001.990690

Behavior and performance of interactive multi-player game servers

2005· article· en· W2110922787 on OpenAlexaff
Ahmed Abdelkhalek, Angelos Bilas, Andreas Moshovos

Bibliographic record

Venuenot available
Typearticle
Languageen
FieldComputer Science
TopicPeer-to-Peer Network Technologies
Canadian institutionsUniversity of Toronto
Fundersnot available
KeywordsComputer scienceServerBottleneckScalabilityBenchmarkingOnline transaction processingGame DeveloperThe InternetClass (philosophy)Transaction processingMultimediaWorld Wide WebDatabase transactionGame designOperating systemDatabaseArtificial intelligenceEmbedded system

Abstract

fetched live from OpenAlex

With the recent explosion in deployment of services to large numbers of customers over the Internet and in global services in general, issues related to the architecture of scalable servers are becoming increasingly important. However, our understanding of these types of applications is currently limited, especially on how well they scale to support large numbers of users. One such, novel, commercial class of applications, are interactive, multi–player game servers. Multi–player games are both an important class of commercial applications (in the entertainment industry) and they can be valuable in understanding the architectural requirements of scalable services. They impose requirements on system performance, scalability, and availability, stressing multiple aspects of the system architecture (e.g., compute cycles and network I/O). Recently there has been a lot of interest on client side issues with respect to games. However, there has been little or no work on the server side. In this paper we use a commercial game server to gain insight in this class of applications and the requirements they impose on modern architectures. We find that: (1) In terms of the benchmarking methodology, interactive game servers are very different from scientific workloads. We propose a methodology that deals with the related issues in benchmarking this class of applications. Our methodology bears many similarities with methodologies used in benchmarking online transaction processing (OLTP) systems. (2) Current, sequential game servers can support at most up to a few tens of users (60–100) on existing processors. (3) The bottleneck in the server is both game–related as well as network–related processing (about 50–50). (4) Network bandwidth requirements are not an important issue for the numbers of players we are interested in. (5) The processor achieves a surprisingly low IPC of 0.416. I.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.013
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Simulation or modeling · Consensus signal: Simulation or modeling
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.011
Threshold uncertainty score0.022

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0020.013
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0020.001
Science and technology studies0.0010.001
Scholarly communication0.0020.002
Open science0.0020.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0020.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.018
GPT teacher head0.262
Teacher spread0.245 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designSimulation or modeling
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations38
Published2005
Admission routes1
Has abstractyes

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