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Deep Reinforcement Learning and Graph Learning to Plan Resource Provision for Large Scale Cloud-based Game Servers

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Deep Reinforcement Learning and Graph Learning to Plan Resource Provision for Large Scale Cloud-based Game Servers

Sun, Jincheng ORCID: https://orcid.org/0000-0002-1180-7542 (2022) Deep Reinforcement Learning and Graph Learning to Plan Resource Provision for Large Scale Cloud-based Game Servers. Masters thesis, Concordia University.

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Abstract

To meet the service-level objectives (SLOs), video game companies maintain a pool of virtual machines on the cloud to support millions of online game players. In the study case of this thesis, a rule-based planning algorithm is applied in the ecosystem to automatically scale in and out the number of active virtual machines on demand. The rule-based system maintains a buffer of idle virtual machines to guarantee no under-provision cases. As a result, on average, 30% of the virtual machines requested from the cloud providers are not utilized. Furthermore, game companies often serve players from different geometrical regions. The rule-based system is applied to each region individually, causing more waste from a global perspective.

This thesis aims to reduce idle virtual machines while meeting the SLO of provisioning. First of all, a reinforcement learning-based planning framework with Soft Actor-Critic (SAC) algorithm is proposed to make scaling decisions on a single region. Two reward functions are designed to meet the objectives: (1) a threshold-based reward function to limit the over-provisioning virtual machines within an acceptable range; (2) a cost-based reward function to minimize the cost of virtual machines of two types.

On a global level, when a region is under-provisioned for game servers, game companies tend to place the players into a neighboring over-provisioned region with tolerable delay. To perform multiple-fleet virtual machine planning tasks, a graph-based method is proposed in this thesis. The Heterogeneous Graph Transformer (HGT) algorithm is applied with the SAC framework to minimize the idle virtual machines globally. A threshold-based and square percentage error reward function is designed to reduce the multiple-fleet level over-provision and minimize the planning error on a single region.

The notable benefits of the approaches in this thesis are in two aspects. In the single-fleet virtual machine planning scenario, the SAC-FCNN model (1) reduces the misprediction virtual machine waste to 22.4%, which is 5.78% lower as compared to the rule-based system; (2) satisfies the SLO of over-provisioning virtual machines at least 99.0% of the testing time. In the multiple-fleet virtual machine planning scenario, the SAC-HGT model; (3) reduces the misprediction virtual machines waste by more than 9.61% of the SAC-FCNN model and 28.90% more than the rule-based system; (4) meets the SLO of over-provisioning at least 99.0% of the testing time on the multiple-fleet level.

Divisions:Concordia University > Gina Cody School of Engineering and Computer Science > Electrical and Computer Engineering
Item Type:Thesis (Masters)
Authors:Sun, Jincheng
Institution:Concordia University
Degree Name:M.A. Sc.
Program:Electrical and Computer Engineering
Date:6 January 2022
Thesis Supervisor(s):Liu, Yan
Keywords:Virtual machine planning, Cloud service, Reinforcement learning, Graph neural network
ID Code:990383
Deposited By: Jincheng Sun
Deposited On:27 Oct 2022 14:46
Last Modified:27 Oct 2022 14:46
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