Servo: Increasing the Scalability of Modifiable Virtual Environments Using Serverless Computing -- Extended Technical Report
Jesse Donkervliet, Javier Ron, Junyan Li, Tiberiu Iancu and, Cristina L. Abad, Alexandru Iosup

TL;DR
This paper introduces Servo, a serverless backend architecture for modifiable virtual environments like Minecraft, which significantly enhances scalability by supporting 40 to 140 more players per instance without performance loss.
Contribution
The work designs and evaluates a novel serverless architecture for MVEs, demonstrating substantial scalability improvements over existing solutions.
Findings
Servo increases supported players per instance by 40 to 140.
Experimental results on AWS and Azure validate scalability gains.
Servo is released as open-source for community use.
Abstract
Online games with modifiable virtual environments (MVEs) have become highly popular over the past decade. Among them, Minecraft -- supporting hundreds of millions of users -- is the best-selling game of all time, and is increasingly offered as a service. Although Minecraft is architected as a distributed system, in production it achieves this scale by partitioning small groups of players over isolated game instances. From the approaches that can help other kinds of virtual worlds scale, none is designed to scale MVEs, which pose a unique challenge -- a mix between the count and complexity of active in-game constructs, player-created in-game programs, and strict quality of service. Serverless computing emerged recently and focuses, among others, on service scalability. Thus, addressing this challenge, in this work we explore using serverless computing to improve MVE scalability. To this…
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Taxonomy
TopicsPeer-to-Peer Network Technologies · Virtual Reality Applications and Impacts · Image and Video Quality Assessment
