Attributing causality to program execution capacity modifications

    公开(公告)号:US10360083B2

    公开(公告)日:2019-07-23

    申请号:US15150251

    申请日:2016-05-09

    Abstract: Techniques are described for managing program execution capacity, such as for a group of computing nodes that are provided for executing one or more programs for a user. In some situations, dynamic program execution capacity modifications for a computing node group that is in use may be performed periodically or otherwise in a recurrent manner, such as to aggregate multiple modifications that are requested or otherwise determined to be made during a period of time. In addition, various operations may be performed to attribute causality information or other responsibility for particular program execution capacity modifications that are performed, including by attributing a single event as causing one capacity modification, and a combination of multiple events as possible causes for another capacity modification. The techniques may in some situations be used in conjunction with a fee-based program execution service that executes multiple programs on behalf of multiple users of the service.

    Content item instance scaling based on wait time

    公开(公告)号:US10300386B1

    公开(公告)日:2019-05-28

    申请号:US15190611

    申请日:2016-06-23

    Abstract: Techniques for wait time based scaling of content item instances are described herein. In some examples, a customer of a computing service provider may select a wait time threshold for joining one or more of the customer's content items that are hosted by the computing service provider. When a joining user logs-in and requests to join a content item, a calculation may be made regarding an estimated wait time for the user to join one or more existing content item instances. The estimated wait time may then be compared to the wait time threshold. A determination may then be made regarding whether or not to launch a new content item instance in response to the user's join request. In some examples, this determination may be based, at least in part, on the comparison of the estimated wait time to the wait time threshold.

    Attributing causality to program execution capacity modifications
    14.
    发明授权
    Attributing causality to program execution capacity modifications 有权
    归因于程序执行能力修改的因果关系

    公开(公告)号:US09336069B2

    公开(公告)日:2016-05-10

    申请号:US14176944

    申请日:2014-02-10

    Abstract: Techniques are described for managing program execution capacity, such as for a group of computing nodes that are provided for executing one or more programs for a user. In some situations, dynamic program execution capacity modifications for a computing node group that is in use may be performed periodically or otherwise in a recurrent manner, such as to aggregate multiple modifications that are requested or otherwise determined to be made during a period of time. In addition, various operations may be performed to attribute causality information or other responsibility for particular program execution capacity modifications that are performed, including by attributing a single event as causing one capacity modification, and a combination of multiple events as possible causes for another capacity modification. The techniques may in some situations be used in conjunction with a fee-based program execution service that executes multiple programs on behalf of multiple users of the service.

    Abstract translation: 描述了用于管理程序执行能力的技术,例如为被提供用于为用户执行一个或多个程序的一组计算节点。 在某些情况下,正在使用的计算节点组的动态程序执行能力修改可以以循环方式周期性地或以其他方式执行,例如聚合在一段时间内要求或以其他方式确定的多个修改。 此外,可以执行各种操作以将所执行的特定程序执行能力修改的因果关系信息或其他责任包括通过将单个事件归因于导致一个容量修改,以及多个事件的组合作为另一容量修改的可能原因 。 在某些情况下,这些技术可以与代表服务的多个用户执行多个程序的基于费用的程序执行服务结合使用。

    Value-based game session placements

    公开(公告)号:US11583778B2

    公开(公告)日:2023-02-21

    申请号:US16834528

    申请日:2020-03-30

    Abstract: A game-hosting service of a service provider network is configured to place game sessions on fleets of virtual machine (VM) instances using a value-based approach. In order to place a game session on a fleet, the game-hosting service may determine one or more attributes of the game session request, such as player attributes and/or game attributes. The game-hosting service may also determine available fleets of VM instances allocated to a subscriber associated with the game session request, which may be located across disparate geographical regions. A value(s) may be determined based on the attributes of the game session request, and the value(s) may be used to select a fleet of the available fleets for hosting the game session.

    Dynamic resource allocation for gaming applications

    公开(公告)号:US10603584B2

    公开(公告)日:2020-03-31

    申请号:US16277394

    申请日:2019-02-15

    Abstract: Shared electronic resources can be allocated for a gaming application on a dynamic basis. A package of game content and configuration can be used to allocate an appropriate amount of resource capacity. Task-based instances can be launched as needed and terminated once a gaming session has completed. In order to account for relatively long load times, a number of pre-warmed task-based instances can be allocated that can load the game server functionality up to a determined state. The number of pre-warmed instances can be based on a number of different factors, such as an amount of unused capacity across a shared resource environment. When a request for a session is received, a pre-warmed instance is selected to be upgraded to a game server instance to serve the game session for the request. Pre-warmed instances can be reclaimed if capacity is needed for other purposes.

    RESOURCE SELECTION FOR HOSTED GAME SESSIONS
    19.
    发明申请

    公开(公告)号:US20200047067A1

    公开(公告)日:2020-02-13

    申请号:US16659325

    申请日:2019-10-21

    Abstract: 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.

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