Abstract:
Technologies related to cache-influenced video games are generally described. In some examples, the content of video game outputs as experienced by players of a video game may be adaptively modified to make more effective use of digital assets that are loaded in a computing system cache. Cache-influenced video games may increase cache use by increasing use, within a video game, of digital assets in a cache relative to assets not in the cache, e.g., assets that are on disk or in database storage. Cached digital assets can be retrieved more efficiently than assets stored elsewhere, and therefore video game performance may be improved.
Abstract:
Technologies related to shared secret identification for secure communication are generally described. In some examples, devices may exchange hashes, such as file deduplication hashes, to identify a matching hash. The identified matching hash represents a shared data item which may be used as a shared secret to encrypt and/or decrypt subsequent secure communications between the devices. Each device retrieves the shared data item from its respective secure memory and may use the shared data item to encrypt and/or decrypt subsequent secure communications. An eavesdropper may observe the hash exchange, but will not be able to decrypt the secure communications without access to the shared data item, because hashes may be effectively non-invertible.
Abstract:
Technologies are provided for locally installing remotely-served API instances. In some examples, a scale-out service may receive a request to provide an installation of a remotely-served API at a particular datacenter. In response to a determination by the scale-out service that a local instance of the remotely-served API can be installed at that datacenter, the scale-out service may install the local instance and route requests to that API from the datacenter to the local instance instead of the remotely-served API.
Abstract:
Technologies are generally provided for conveying tree and index needs of a database by collecting and forwarding a statistically representative set of data requests so that a new datacenter can use its existing auto-learning and adjustment techniques to create local indices before receiving its first real or live requests. In some examples, requests at an origin datacenter may be collected to provide a small population of queries that are representative of a larger population of queries. Filters anonymizers may be employed to adhere to data sharing rules and restrictions while still allowing a new datacenter to build indices and test performance. Thus, the new datacenter may be trained asynchronously from another site and without actual data changing hands. Training and testing of destination database services may be completed before committing to customer migration.
Abstract:
Technologies related to cache-influenced video games are generally described. In some examples, the content of video game outputs as experienced by players of a video game may be adaptively modified to make more effective use of digital assets that are loaded in a computing system cache. Cache-influenced video games may increase cache use by increasing use, within a video game, of digital assets in a cache relative to assets not in the cache, e.g., assets that are on disk or in database storage. Cached digital assets can be retrieved more efficiently than assets stored elsewhere, and therefore video game performance may be improved.
Abstract:
Technologies are generally described for systems methods, and devices related to core affinity bitmask translation. An example system may include first, second, third and fourth cores, and a dispatcher. The dispatcher may be configured to receive a first request where the first request include a core affinity bitmask and instructions. The core affinity bitmask can identify at least the first core and the second core. The dispatcher may be configured to determine a first affinity between the first core and the second core. The dispatcher may then identify the third core and the fourth core as having similar affinity to achieve a substantially similar performance. The dispatcher may also be configured to generate a second request that includes a translated core affinity bitmask. The translated core affinity bitmask may be effective to identify the third core and the fourth core as appropriate cores to execute the instructions.
Abstract:
Technologies are presented for managing a resource demand on a data center providing game services by adjusting a probability of various kinds of game events. Data center load data may be received and used to adjust occurrence tables associated with both one-off and lengthy game events that may direct game clients toward events that may involve lesser resource demand. Contrary to conventional load balancing for non-gaming applications, the methods described herein may take advantage of the pseudorandom event nature that may be a part of a game experience in gaming applications. The resource demand may be altered without changing the number of customers served or the quality of service provided. Thus, resource management may be enhanced while serving the same number of customers.
Abstract:
Technologies related to social network recruiting alerts are generally described. Passive recruiting targets may be registered, and a set of contacts linked to the passive recruiting target in a social network graph may be monitored. Recruiting alerts may be generated in response to changes in social network profile data associated with the set of contacts.
Abstract:
Technologies are generally described for masking power usage of co-processors on field-programmable gate arrays. In some examples, one or more moat brick circuits may be implemented around a co-processor loaded on a held-programmable gate array (FPGA). The moat brick circuits may be configured to use negative feedback and/or noise to mask the power usage variations of the co-processor from other co-processors on the FPGA.
Abstract:
Technologies are generally described herein for electrocaloric effect heat transfer devices and methods effective to facilitate thermal energy transfer while mitigating mechanical stresses caused by expansion or contraction of electrocaloric effect material layers during thermal energy transfer operations. Some example heat transfer devices may include heat transfer stacks with at least two electrocaloric effect materials. Expanding electrocaloric effect material and contracting electrocaloric effect material are utilized to cancel the aggregate longitudinal dimensional change during application of an electric field. Some example heat transfer devices may utilize segmented electrocaloric effect material layers with stress relief gaps separating segments to mitigate delamination stress caused by lateral expansion or contraction of the electrocaloric effect material.