Cloud Gaming

Video games require a demanding network environment regarding bandwidth and jitter. This is one of the reasons that the research area of cloud/fog gaming has received increased research interest.

An overview of the MEC (Mobile Edge Computing) interaction processes. It depicts a small-scale instance of the considered MEC with eight players and four edge servers, where all previous cases are color-coded differently and all servers are utilized.

Publications

2022
[10] Athanasios Tsipis, Sofia Fanarioti, Vasileios Komianos, Spyros Sioutas, Konstantinos Oikonomou, “A Study on Robustness for the Single Server Location in Distributed Interactive Applications”, In 2022 Global Information Infrastructure and Networking Symposium (GIIS) (GIIS’22), Argostoli, Greece, 2022.
[9] Athanasios Tsipis, Vasileios Komianos, Konstantinos Oikonomou, Ioannis Stavrakakis, “Towards Fairness and QoE Based Edge Allocation for Multiplayer Virtual Reality Applications in Edge Computing”, In ITU Journal on Future and Evolving Technologies – Digital Continuum and Next Generation Networks, 2022.
[8] Athanasios Tsipis, Konstantinos Oikonomou, “Joint optimization of social interactivity and server provisioning for interactive games in edge computing”, In Computer Networks, vol. 212, pp. 109028, 2022.
[doi]
[7] Athanasios Tsipis, Vasileios Komianos, Konstantinos Oikonomou, “Fairness-Oriented Edge Allocation for Interactive Group Gaming in Edge Computing”, In 2022 13th International Conference on Information, Intelligence, Systems and Applications (IISA), 2022.
2021
[6] Athanasios Tsipis, Konstantinos Oikonomou, “Player Assignment in MEC Gaming for Social Interactivity and Server Provisioning Optimization”, In 2021 IEEE Symposium on Computers and Communications (ISCC), pp. 1-7, 2021.
[doi]
[5] Athanasios Tsipis, Konstantinos Oikonomou, “ARPA: An autonomous renderer placement algorithm in distributed multimedia fog networks with delay guarantees”, In ITU Journal on Future and Evolving Technologies (ITU J-FET), vol. 2, no. 2, 2021.
[pdf] [doi]
2020
[4] Athanasios Tsipis, Konstantinos Oikonomou, Vasileios Komianos, Ioannis Stavrakakis, “QoE-Aware Rendering Service Allocation in Fog-Assisted Cloud Gaming Environments”, In 2020 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), pp. 1-8, 2020.
[doi]
[3] Athanasios Tsipis, Vasileios Komianos, Konstantinos Oikonomou, Ioannis Stavrakakis, “Elastic Distributed Rendering Service Placement in Capacitated Cloud/Fog Gaming Systems”, In 2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA), pp. 1-8, 2020.
[doi]
2019
[2] Athanasios Tsipis, Vasileios Komianos, Konstantinos Oikonomou, “A Cloud Gaming Architecture Leveraging Fog for Dynamic Load Balancing in Cluster-Based MMOs”, In 2019 4th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), pp. 1-6, 2019.
[doi]
[1] Athanasios Tsipis, Konstantinos Oikonomou, Vasileios Komianos, Ioannis Stavrakakis, “Performance Evaluation in Cloud-Edge Hybrid Gaming Systems”, In Third International Balkan Conference on Communications and Networking 2019 (BalkanCom’19), Skopje, North Macedonia, 2019. ([pdf])