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We study the problem of optimally adapting ongoing cloud gaming sessions to maximize the gamer experience in dynamic environments. The considered problem is quite challenging because: 1) gamer experience is subjective and hard to quantify; 2) the existing open-source cloud gaming platform does not support dynamic reconfigurations of video codecs; and 3) the resource allocation among concurrent gamers...
MMORPG is shown to be a killer application of Internet, with a global subscriber number increased to 17 millions in 2010. However, MMORPG servers tend to be overly provisioned because 1)such games do not have standard architectures thus dedicated hardware is assumed; 2) MMORPGs normally adopt a ``sharded design'' to resolve the scalability challenges of content production and workload distribution;...
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