David Finkel, Mark Claypool, Sam Jaffe, Thinh Nguyen and Brendan Stephen
OnLive is a thin-client, cloud-based, video game streaming service. As part of their service, OnLive must distribute game content to their servers in a manner that provides good performance for the players while using hardware resources effectively. In order to evaluate and improve the effectiveness of their game distribution strategies, we built a simulator for OnLive's service and modeled their current game distribution strategy. Using a hill-climbing algorithm, we constructed game distribution strategies with improved abilities to meet customer demand while significantly reducing disk space requirements.
Samuel Jaffe, Brendan Stephen, and Thinh Nguyen. Intelligent Simulation of Worldwide Application Distribution for OnLive's Server Network, Major Qualifying Project E-project-033014-145824, Computer Science, Spring 2014. (Advisors Mark Claypool and David Finkel) http://www.cs.wpi.edu/~claypool/mqp/onlive/
Mark Claypool, David Finkel, Alexander Grant and Michael Solano. On the Performance of OnLive Thin Client Games, Springer Multimedia Systems Journal (MMSJ) - Special Issue on Network Systems Support for Games, DOI 10.1007/s00530-014-0362-4, pages 1-14, February 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/onlive-journal/
Mark Claypool and David Finkel. The Effects of Latency on Player Performance in Cloud-based Games, In Proceedings of the 13th ACM Network and System Support for Games (NetGames), Nagoya, Japan, December 4-5, 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/cloud-games/