Dynamic Resource Selection for Game Sessions
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Solution Overview
Problem
The high cost and resource management challenges for hosting online multiplayer games, particularly for large games requiring significant resource capacity, lead to expensive purchases or excessive fees for game developers, and latency issues due to geographical distance between resources and players.
Innovation Solution
The dynamic selection of resource capacity types, including limited-time and excess capacity options, allows game developers to optimize for cost and performance by choosing between different resource instances based on criteria such as latency, interruption risk, and geographical proximity, using a weighted combination of factors to select the appropriate resource for hosting game sessions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If developers purchase fixed resource capacity from third-party providers, then resource availability is guaranteed, but cost becomes significantly high
Solution Approach 1:
The system dynamically selects between different resource capacity types (fixed, limited-time, excess) based on current game session requirements, player latency criteria, and cost considerations. This dynamic selection allows the system to adapt resource allocation strategies in real-time, switching between reliability-focused and cost-focused modes as needed.
Solution Approach 2:
The system changes the parameter of resource capacity type selection based on multiple criteria including latency requirements, interruption risk tolerance, and cost constraints. By varying the resource type parameter dynamically, the system optimizes the trade-off between availability and cost for different game scenarios.
2Loss of energy
If developers use excess capacity resources, then cost is reduced, but interruption risk increases
Solution Approach 1:
The system incorporates feedback mechanisms that monitor game session performance, player latency experiences, and resource stability. This feedback informs the resource selection process, allowing the system to adjust between excess capacity and fixed capacity choices based on observed conditions and player tolerance thresholds.
Solution Approach 2:
The system dynamically adjusts resource allocation strategies based on real-time conditions, switching between excess capacity (for cost optimization) and fixed capacity (for stability) depending on game session requirements and player latency criteria.
3Reliability
If resources are located far from players, then resource availability increases, but latency increases
Solution Approach 1:
The system applies local quality by selecting resources based on their geographical proximity to specific player groups. Different regions may receive game sessions hosted on locally-optimized resources, ensuring that each player群体 experiences minimal latency while maintaining overall system availability.
4Loss of energy
If developers charge excess fees to players, then resource cost is covered, but player satisfaction decreases
Solution Approach 1:
The system changes the pricing parameter dynamically based on the resource capacity type selected and the latency performance achieved. By optimizing resource selection, the system reduces overall costs, enabling more favorable pricing for players while still covering resource expenses.
Data Source
AI summary
Resources for hosting game sessions can be dynamically selected based upon factors in addition to availability and capacity. A requested session may have various criteria enabling it to be hosted on different types of resources, such as different types of resource instances operating on physical servers. While a fixed amount of capacity can be purchased over an extended period of time, options can also exist that enable purchasing resource capacity for a limited period of time, or purchasing excess capacity without a fixed time limit but that is subject to potential interruption. Benefits relating to cost and performance may offset these potential limitations, and the selection of a type of resource to host a game can be based upon an analysis of these factors. If a game session is to be interrupted or will time out, advance notice can be provided such that the game can take a corresponding action.


