EDBT 2026 Demo / reviewers in the wild / expert
Yunhua Deng
dblp:97/9078
· DBLP profile ↗
9ranked-venue papers
6as first author
0since 2021 · last 2018
0000-0002-9085-0652ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-authorComputer networks · 2 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer architecture, parallel and distributed computing, and storage systems
6 papers |
Cloud and datacenter computing · 79% Distributed systems · 12% Parallel and multicore computing · 7% | |
| Computer networks
4 papers |
Content delivery and video streaming · 52% Edge and fog computing · 34% Internet architecture and protocols · 15% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Cloud and datacenter computing › cloud applications
cloud gaming |
0.6 | 2 | 2018 | The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming · IEEE Trans. Multim. 2018 Server Allocation for Multiplayer Cloud Gaming · ACM Multimedia 2016 |
Cloud and datacenter computing › resource allocation
server allocation |
0.6 | 2 | 2018 | The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming · IEEE Trans. Multim. 2018 Server Allocation for Multiplayer Cloud Gaming · ACM Multimedia 2016 |
Cloud and datacenter computing
resource management |
0.5 | 2 | 2018 | The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming · IEEE Trans. Multim. 2018 Dynamic Resource Management in Cloud-based Distributed Virtual Environments · ACM Multimedia 2014 |
Cloud and datacenter computing › resource management
cloud resource management |
0.5 | 2 | 2017 | On Server Provisioning for Cloud Gaming · ACM Multimedia 2017 MASTER: Multi-platform Application Streaming Toolkits for Elastic Resources · ACM Multimedia 2015 |
Distributed systems › distributed interactive applications › collaborative computing
distributed virtual environments |
0.3 | 2 | 2014 | Dynamic Resource Management in Cloud-based Distributed Virtual Environments · ACM Multimedia 2014 On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Cloud and datacenter computing › resource provisioning
server provisioning |
0.3 | 1 | 2017 | On Server Provisioning for Cloud Gaming · ACM Multimedia 2017 |
Cloud and datacenter computing
cluster resource management and scheduling |
0.2 | 1 | 2016 | Server Allocation for Multiplayer Cloud Gaming · ACM Multimedia 2016 |
Cloud and datacenter computing › resource provisioning
elastic resource provisioning |
0.2 | 1 | 2015 | MASTER: Multi-platform Application Streaming Toolkits for Elastic Resources · ACM Multimedia 2015 |
Cloud and datacenter computing › resource management
dynamic resource management |
0.2 | 1 | 2014 | Dynamic Resource Management in Cloud-based Distributed Virtual Environments · ACM Multimedia 2014 |
Parallel and multicore computing › load balancing
dynamic load balancing |
0.1 | 1 | 2012 | On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Parallel and multicore computing
load balancing |
0.1 | 1 | 2012 | On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Distributed systems › distributed system architecture
multi-server architecture |
0.1 | 1 | 2012 | On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Content delivery and video streaming › interactive video streaming
cloud gaming |
0.1 | 1 | 2017 | On Server Provisioning for Cloud Gaming · ACM Multimedia 2017 |
Performance modeling and evaluation
simulation |
0.1 | 1 | 2014 | Dynamic Resource Management in Cloud-based Distributed Virtual Environments · ACM Multimedia 2014 |
Internet architecture and protocols › quality of service
network delay |
0.0 | 1 | 2012 | On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
server allocation heuristics · 0.7hill-climbing heuristic · 0.7stochastic modeling · 0.6queueing theory · 0.6input transformation · 0.4formal analysis · 0.3delay adjustment scheme · 0.3latency-aware scheduling · 0.2heuristic algorithm · 0.2simulation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | The Server Allocation Problem for Session-Based Multiplayer Cloud GamingabstractAdvances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. With MCG, a game server and a set of rendering servers for the players need to be located and launched in the clouds for each game session. We formulate an MCG server allocation problem with the objective of minimizing the total server rental and bandwidth cost charged by the cloud to support an MCG session. The MCG server allocation problem is hard to solve optimally. We propose several efficient heuristics to address the problem and carry out theoretical analysis for the proposed hill-climbing algorithm. We conduct extensive experiments using real Internet latency and cloud pricing datasets to evaluate the effectiveness of our proposed algorithms as well as several alternatives. Experimental results show that our best algorithm can achieve near-optimal cost under real-time latency constraints. Yunhua Deng, Yusen Li, Ronald Seet, Xueyan Tang, Wentong Cai 0001 |
IEEE Trans. Multim. | 1 |
| 2018 | Cost-Efficient Server Provisioning for Cloud GamingabstractCloud gaming has gained significant popularity recently due to many important benefits such as removal of device constraints, instant-on, and cross-platform. The properties of intensive resource demands and dynamic workloads make cloud gaming appropriate to be supported by an elastic cloud platform. Facing a large user population, a fundamental problem is how to provide satisfactory cloud gaming service at modest cost. We observe that the software storage cost could be substantial compared to the server running cost in cloud gaming using elastic cloud resources. Therefore, in this article, we address the server provisioning problem for cloud gaming to optimize both the server running cost and the software storage cost. We find that the distribution of game software among servers and the selection of server types both trigger tradeoffs between the software storage cost and the server running cost in cloud gaming. We formulate the problem with a stochastic model and employ queueing theory to conduct a solid theoretical analysis of the system behaviors under different request dispatching policies. We then propose several classes of algorithms to approximate the optimal solution. The proposed algorithms are evaluated by extensive experiments using real-world parameters. The results show that the proposed Ordered and Genetic algorithms are computationally efficient, nearly cost-optimal, and highly robust to dynamic changes. Yusen Li, Yunhua Deng, Xueyan Tang, Wentong Cai 0001, Xiaoguang Liu 0001, Gang Wang 0001 |
ACM Trans. Multim. Comput. Commun. Appl. | 2 |
| 2017 | On Server Provisioning for Cloud GamingabstractCloud gaming has gained significant popularity recently due to many important benefits such as removal of device constraints, instant-on and cross-platform, etc. The properties of intensive resource demands and dynamic workloads make cloud gaming appropriate to be supported by an elastic cloud platform. Facing a large user population, a fundamental problem is how to provide satisfactory cloud gaming service at modest cost. We observe that software maintenance cost could be substantial compared to server running cost in cloud gaming. In this paper, we address the server provisioning problem for cloud gaming to optimize both server running cost and software maintenance cost. We find that the distribution of game softwares among servers triggers a trade-off between the software maintenance cost and server running cost. We formulate the problem with a stochastic model and employ queueing theories to conduct solid theoretical analysis. We then propose several classes of algorithms to approximate the optimal solution. The proposed algorithms are evaluated by extensive experiments using real-world parameters. The results show that the proposed algorithms are computationally efficient, nearly cost-optimal and highly robust to dynamic changes. Yusen Li, Yunhua Deng, Xueyan Tang, Wentong Cai 0001, Xiaoguang Liu 0001, Gang Wang 0001 |
ACM Multimedia | 2 |
| 2016 | Server Allocation for Multiplayer Cloud GamingabstractAdvances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. While shifting standalone video games to the cloud gaming mode is straightforward, adapting multiplayer online games to the cloud gaming paradigm faces unique challenges. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. We formulate an MCG server allocation problem with the objective of minimizing the total server rental and bandwidth cost charged by the cloud to support an MCG session. We propose several efficient heuristics to address the MCG server allocation problem which is hard to solve optimally. We conduct extensive experiments using real Internet latency and cloud pricing data to evaluate the effectiveness of our proposed algorithms as well as several alternatives. Experimental results show that our best algorithm can achieve near-optimal cost under real-time latency constraints. Yunhua Deng, Yusen Li, Xueyan Tang, Wentong Cai 0001 |
ACM Multimedia | 1 |
| 2015 | MASTER: Multi-platform Application Streaming Toolkits for Elastic ResourcesabstractIn this demonstration, we propose MASTER, a set of toolkits for cross-platform application streaming that is able to utilize elastic resources on public clouds. MASTER has many useful features. It provides full control of resource acquisition and request dispatching, requires only a browser on the client side for user interactions, and incorporates an input transformer to assist touchscreen device users to naturally interact with desktop applications that need keystroke and mouse control. MASTER also supports session concurrency (serving multiple streaming sessions on a single cloud server instance), thereby improving resource utilization and cutting the cloud bill. Yusen Li, Yunhua Deng, Ronald Seet, Xueyan Tang, Wentong Cai 0001 |
ACM Multimedia | 2 |
| 2014 | Dynamic Resource Management in Cloud-based Distributed Virtual EnvironmentsabstractAs an elastic hosting platform, cloud computing has been attracting many attentions for transferring compute-intensive applications from static self-hosting to flexible cloud-based hosting. Distributed virtual environments (DVEs) which typically involve massive users interacting at the same time and feature significant workload dynamics either in spatial due to in-game user mobility or in temporal due to the fluctuating user population, potentially are suitable applications with cloud-based hosting because of the need of resource elasticity. We explore the dynamic resource management for cloud-based DVEs by taking into account their multi-level workload dynamics which differ them from other applications. Simulation results demonstrates the advantages of our developed methods over existing ones. Yunhua Deng, Zhe Huang 0004, Alexandru Iosup, Rynson W. H. Lau |
ACM Multimedia | 1 |
| 2014 | Dynamic load balancing in distributed virtual environments using heat diffusionabstractDistributed virtual environments (DVEs) are attracting a lot of attention in recent years, due to the increasing popularity of online gaming and social networks. As the number of concurrent users of a DVE increases, a critical problem is on how the workload among multiple servers can be balanced in order to maintain real-time performance. Although a number of load balancing methods have been proposed, they either try to produce high quality load balancing results and become too slow or emphasize on efficiency and the load balancing results become less effective. In this article, we propose a new approach to address this problem based on heat diffusion. Our work has two main contributions. First, we propose a local and a global load balancing methods for DVEs based on heat diffusion. Second, we investigate two performance factors of the proposed methods, the convergence threshold and the load balancing interval. We have conducted a number of experiments to extensively evaluate the performance of the proposed methods. Our experimental results show that the proposed methods outperform existing methods in that our methods are effective in reducing server overloading while at the same time being efficient. Yunhua Deng, Rynson W. H. Lau |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2012 | On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual EnvironmentsabstractDistributed virtual environments (DVEs) are becoming very popular in recent years, due to the rapid growing of applications, such as massive multiplayer online games (MMOGs). As the number of concurrent users increases, scalability becomes one of the major challenges in designing an interactive DVE system. One solution to address this scalability problem is to adopt a multi-server architecture. While some methods focus on the quality of partitioning the load among the servers, others focus on the efficiency of the partitioning process itself. However, all these methods neglect the effect of network delay among the servers on the accuracy of the load balancing solutions. As we show in this paper, the change in the load of the servers due to network delay would affect the performance of the load balancing algorithm. In this work, we conduct a formal analysis of this problem and discuss two efficient delay adjustment schemes to address the problem. Our experimental results show that our proposed schemes can significantly improve the performance of the load balancing algorithm with neglectable computation overhead. Yunhua Deng, Rynson W. H. Lau |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | Heat diffusion based dynamic load balancing for distributed virtual environmentsabstractDistributed virtual environments (DVEs) are becoming very popular in recent years, due to their application in online gaming and social networking. One of the main research problems in DVEs is on how to balance the workload when a lot of concurrent users are accessing it. There are a number of load balancing methods proposed to address this problem. However, they either spend too much time on optimizing the partitioning process and become too slow or emphasize on efficiency and the repartitioning process becomes too ineffective. In this paper, we propose a new dynamic load balancing approach for DVEs based on the heat diffusion approach which has been studied in other areas and proved to be very effective and efficient for dynamic load balancing. We have two main contributions. First, we propose an efficient cell selection scheme to identify and select appropriate cells for load migration. Second, we propose two heat diffusion based load balancing algorithms, local and global diffusion. Our results show that the new algorithms are both efficient and effective compared with some existing methods, and the global diffusion method performs the best. Yunhua Deng, Rynson W. H. Lau |
VRST | 1 |