REFERENCES
Azaron, A., Katagiri, H., Kato, K., and Sakawa, M.
(2006). Reliability evaluation of multi-component
cold-standby redundant systems. Applied Mathemat-
ics and Computation, 173(1):137–149.
Bertoli, M., Casale, G., and Serazzi, G. (2009). Jmt:
performance engineering tools for system modeling.
ACM SIGMETRICS Performance Evaluation Review,
36(4):10–15.
Carvalho, D., Rodrigues, L., Endo, P. T., Kosta, S., and
Silva, F. A. (2020). Mobile edge computing perfor-
mance evaluation using stochastic petri nets. In 2020
IEEE Symposium on Computers and Communications
(ISCC), pages 1–6. IEEE.
Castet, J.-F. and Saleh, J. H. (2009). Satellite and satellite
subsystems reliability: Statistical data analysis and
modeling. Reliability Engineering & System Safety,
94(11):1718–1728.
Cohen, J. and Boxma, O. (1985). A survey of the evolution
of queueing theory. Statistica neerlandica, 39(2):143–
158.
El Kafhali, S., El Mir, I., Salah, K., and Hanini, M. (2020).
Dynamic scalability model for containerized cloud
services. Arabian Journal for Science and Engineer-
ing, 45(12):10693–10708.
Fishman, G. S. (2013). Discrete-event simulation: model-
ing, programming, and analysis. Springer Science &
Business Media.
Gopika Premsankar, M. d. F. and Taleb, T. (2018). Edge
computing for the internet of things: A case study.
5:1275–1284.
Gordon, W. J. and Newell, G. F. (1967). Closed queu-
ing systems with exponential servers. Operations re-
search, 15(2):254–265.
Grottke, M., Nikora, A. P., and Trivedi, K. S. (2010). An
empirical investigation of fault types in space mission
system software. In 2010 IEEE/IFIP international
conference on dependable systems & networks (DSN),
pages 447–456. IEEE.
Hains, G., Mazur, C., Ayers, J., Humphrey, J., Khmelevsky,
Y., and Sutherland, T. The wtfast’s gamers private net-
work (gpn®) performance evaluation results. In 2020
IEEE International Systems Conference (SysCon),
pages 1–6. IEEE.
Jittawiriyanukoon, C. (2014). Performance evaluation of re-
liable data scheduling for erlang multimedia in cloud
computing. In Ninth International Conference on Dig-
ital Information Management (ICDIM 2014), pages
39–44. IEEE.
Lee, K., Chu, D., Cuervo, E., Kopf, J., Degtyarev, Y.,
Grizan, S., Wolman, A., and Flinn, J. (2015). Out-
atime: Using speculation to enable low-latency con-
tinuous interaction for mobile cloud gaming. In Pro-
ceedings of the 13th Annual International Conference
on Mobile Systems, Applications, and Services, pages
151–165.
Li, Y., Deng, Y., Tang, X., Cai, W., Liu, X., and Wang,
G. (2017). On server provisioning for cloud gaming.
In Proceedings of the 25th ACM international confer-
ence on Multimedia, pages 492–500.
Li, Y., Deng, Y., Tang, X., Cai, W., Liu, X., and Wang, G.
(2018). Cost-efficient server provisioning for cloud
gaming. ACM Transactions on Multimedia Com-
puting, Communications, and Applications (TOMM),
14(3s):1–22.
Marzolla, M., Ferretti, S., and D’angelo, G. (2012). Dy-
namic resource provisioning for cloud-based gaming
infrastructures. Computers in Entertainment (CIE),
10(1):1–20.
Mathews, P. G. (2005). Design of Experiments with
MINITAB. ASQ Quality Press Milwaukee, WI, USA:.
Nan, X., He, Y., and Guan, L. (2014). Queueing model
based resource optimization for multimedia cloud.
Journal of Visual Communication and Image Repre-
sentation, 25(5):928–942.
Song, B., Hassan, M. M., Alamri, A., Alelaiwi, A., Tian, Y.,
Pathan, M., and Almogren, A. (2016). A two-stage ap-
proach for task and resource management in multime-
dia cloud environment. Computing, 98(1-2):119–145.
Wijman, T. (2019). The global games market will generate
$152.1 billion in 2019 as the us overtakes china as the
biggest market. Newzoo) Abgerufen am, 1(3):2020.
Willig, A. (1999). A short introduction to queueing theory.
Technical University Berlin, Telecommunication Net-
works Group, 21.
Wu, J., Yuen, C., Cheung, N.-M., Chen, J., and Chen,
C. W. (2015). Enabling adaptive high-frame-rate
video streaming in mobile cloud gaming applications.
IEEE Transactions on Circuits and Systems for Video
Technology, 25(12):1988–2001.
Yates, R. D., Tavan, M., Hu, Y., and Raychaudhuri, D.
(2017). Timely cloud gaming. In IEEE INFO-
COM 2017-IEEE Conference on Computer Commu-
nications, pages 1–9. IEEE.
Zhang, X., Chen, H., Zhao, Y., Ma, Z., Xu, Y., Huang, H.,
Yin, H., and Wu, D. O. (2019). Improving cloud gam-
ing experience through mobile edge computing. IEEE
Wireless Communications, 26(4):178–183.
Mobile Games at the Edge: A Performance Evaluation to Guide Resource Capacity Planning
245