With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
Unite2014 Bunny Necropsy - Servers, Syncing Game State, Security and Optimiza...David Geurts
A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup
Reactive mistakes - ScalaDays Chicago 2017Petr Zapletal
Reactive applications are becoming a de-facto industry standard and, if employed correctly, toolkits like Lightbend Reactive Platform make the implementation easier than ever. But design of these systems might be challenging as it requires particular mindset shift to tackle problems we might not be used to. In this talk we’re going to discuss the most common things I’ve seen in the field that prevented applications to work as expected. I’d like to talk about typical pitfalls that might cause troubles, about trade-offs that might not be fully understood or important choices that might be overlooked including persistent actors pitfalls, tackling of network partitions, proper implementations of graceful shutdown or distributed transactions, trade-offs of micro-services or actors and more.
This talk should be interesting for anyone who is thinking about, implementing, or have already deployed reactive application. My goal is to provide a comprehensive explanation of common problems to be sure they won’t be repeated by fellow developers. The talk is a little bit more focused on Lightbend platform but understanding of the concepts we are going to talk about should be beneficial for everyone interested in this field.
Create a Scalable and Destructible World in HITMAN 2*Intel® Software
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
Unite2014 Bunny Necropsy - Servers, Syncing Game State, Security and Optimiza...David Geurts
A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup
Reactive mistakes - ScalaDays Chicago 2017Petr Zapletal
Reactive applications are becoming a de-facto industry standard and, if employed correctly, toolkits like Lightbend Reactive Platform make the implementation easier than ever. But design of these systems might be challenging as it requires particular mindset shift to tackle problems we might not be used to. In this talk we’re going to discuss the most common things I’ve seen in the field that prevented applications to work as expected. I’d like to talk about typical pitfalls that might cause troubles, about trade-offs that might not be fully understood or important choices that might be overlooked including persistent actors pitfalls, tackling of network partitions, proper implementations of graceful shutdown or distributed transactions, trade-offs of micro-services or actors and more.
This talk should be interesting for anyone who is thinking about, implementing, or have already deployed reactive application. My goal is to provide a comprehensive explanation of common problems to be sure they won’t be repeated by fellow developers. The talk is a little bit more focused on Lightbend platform but understanding of the concepts we are going to talk about should be beneficial for everyone interested in this field.
Create a Scalable and Destructible World in HITMAN 2*Intel® Software
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
An introduction to what multiplayer games are, what makes them different from normal games, how to approach building them and specifically how to begin building them with the Unity game engine.
Talk given at the GameIS & Dragonplay mobile multiplayer hackathon, 30/7/2015
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Tech solutions and tricks in real time mobile multiplayerDevGAMM Conference
Alexander Simakhin, CEO, Drunken Monday
Alexander is going to share the examples of technical problems you can face with while developing a mobile synchronous multiplayer, and application solutions that were tested on real projects. You’ll learn everything you were afraid to ask about.
Hadean: How We Tackled A Gaming World RecordRyanKing205
The current world record for the most concurrent players in a single online multiplayer battle is 6,142, set by CCP Games in EVE Online. However, the sheer number of players meant that the gameplay experience when the record was set was distorted, slowed down past the point of enjoyment. But is there another way? Hadean set out to break the world record and show that its technology can support thousands of players in the same multiplayer battle without any compromises. This talk examines the record attempt, the challenges and ultimately, the outcome.
At Wooga we are creating the next generation of social games. To be truly social, a game needs to offer real interaction between players in various forms. What started with simple, asynchronous gift requests is evolving into real time interactions between players. We are experiencing a renaissance of multiplayer games, giving us the opportunity to look into problems that have been solved over a decade ago, such as network architectures, communication protocols, latency and connection loss. And we now leverage that knowledge to bring multiplayer games to the mobile world.
In our talk we’ll cover this evolution of user interaction in our games, what technical problems they posed and how we solved them.
[db tech showcase Tokyo 2017] A11: SQLite - The most used yet least appreciat...Insight Technology, Inc.
More instances of SQLite are used every day, by more people, than all other database engines combined. An yet, SQLite does not get much attention. Many developers hardly know anything about it. This session will review the features of SQLite, how it is different from other database engines, its strengths and its weaknesses, and when SQLite is an appropriate technology and when some other database engine might be a better choice.
Architecting for the Cloud: Hoping for the Best, Prepared for the Worstmartincozzi
Infrastructure as code, automation, monitoring, disaster recovery, security, scaling and cost tracking are all subjects that are easily accessible but too often overlooked until it is already too late. In this session Cotap will share what AWS offers to help them stay ahead of the curve. By following 4 simple rules they will show how Cotap's Engineering team has been able to run for the past 12 months with over four nines of availability. They deploy 3 to 5 times a day, run in 2 regions/6 AZs and still manage to keep AWS costs below the monthly salary of an Engineer.
GDC Next 2013 - Synching Game States Across Multiple DevicesDavid Geurts
Saving players' game states across multiple devices can be tricky, especially if you allow offline play. Many games make the user choose between states when play is detected on a different device. Users can easily make mistakes that erase hours of progress. While developing Tunnel Town, we hit upon an elegant solution that can help you deliver a more polished user experience without the hassle of complicated code. The average profitable lifetime of a mobile game is six months. Learn how to architect your servers so they can be reused for multiple projects with a simple approach that scales easily.
Delivered at the Serverless Summit 2022. Learn how to design serverless systems and tip the balance of trade-offs in your favour.
To learn how to build production-grade serverless applications, check out my upcoming workshops at productionreadyserverless.com and get 15% off with the code "serverlesssummit22".
At the heart of every event-driven architecture is a conduit for messages to flow through. AWS offers many services that can act as such conduit - EventBridge, SNS, SQS, Kinesis, DynamoDB streams, MSK, IOT Core and Amazon MQ just to name a few! These services have different characteristics and trade-offs around performance, scalability and cost. Picking the right service for your workload is not always easy. In this talk, let’s talk about how to pick the right messaging service to use in your event-driven architecture and play the game of trade-offs to your advantage.
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An introduction to what multiplayer games are, what makes them different from normal games, how to approach building them and specifically how to begin building them with the Unity game engine.
Talk given at the GameIS & Dragonplay mobile multiplayer hackathon, 30/7/2015
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Tech solutions and tricks in real time mobile multiplayerDevGAMM Conference
Alexander Simakhin, CEO, Drunken Monday
Alexander is going to share the examples of technical problems you can face with while developing a mobile synchronous multiplayer, and application solutions that were tested on real projects. You’ll learn everything you were afraid to ask about.
Hadean: How We Tackled A Gaming World RecordRyanKing205
The current world record for the most concurrent players in a single online multiplayer battle is 6,142, set by CCP Games in EVE Online. However, the sheer number of players meant that the gameplay experience when the record was set was distorted, slowed down past the point of enjoyment. But is there another way? Hadean set out to break the world record and show that its technology can support thousands of players in the same multiplayer battle without any compromises. This talk examines the record attempt, the challenges and ultimately, the outcome.
At Wooga we are creating the next generation of social games. To be truly social, a game needs to offer real interaction between players in various forms. What started with simple, asynchronous gift requests is evolving into real time interactions between players. We are experiencing a renaissance of multiplayer games, giving us the opportunity to look into problems that have been solved over a decade ago, such as network architectures, communication protocols, latency and connection loss. And we now leverage that knowledge to bring multiplayer games to the mobile world.
In our talk we’ll cover this evolution of user interaction in our games, what technical problems they posed and how we solved them.
[db tech showcase Tokyo 2017] A11: SQLite - The most used yet least appreciat...Insight Technology, Inc.
More instances of SQLite are used every day, by more people, than all other database engines combined. An yet, SQLite does not get much attention. Many developers hardly know anything about it. This session will review the features of SQLite, how it is different from other database engines, its strengths and its weaknesses, and when SQLite is an appropriate technology and when some other database engine might be a better choice.
Architecting for the Cloud: Hoping for the Best, Prepared for the Worstmartincozzi
Infrastructure as code, automation, monitoring, disaster recovery, security, scaling and cost tracking are all subjects that are easily accessible but too often overlooked until it is already too late. In this session Cotap will share what AWS offers to help them stay ahead of the curve. By following 4 simple rules they will show how Cotap's Engineering team has been able to run for the past 12 months with over four nines of availability. They deploy 3 to 5 times a day, run in 2 regions/6 AZs and still manage to keep AWS costs below the monthly salary of an Engineer.
GDC Next 2013 - Synching Game States Across Multiple DevicesDavid Geurts
Saving players' game states across multiple devices can be tricky, especially if you allow offline play. Many games make the user choose between states when play is detected on a different device. Users can easily make mistakes that erase hours of progress. While developing Tunnel Town, we hit upon an elegant solution that can help you deliver a more polished user experience without the hassle of complicated code. The average profitable lifetime of a mobile game is six months. Learn how to architect your servers so they can be reused for multiple projects with a simple approach that scales easily.
Delivered at the Serverless Summit 2022. Learn how to design serverless systems and tip the balance of trade-offs in your favour.
To learn how to build production-grade serverless applications, check out my upcoming workshops at productionreadyserverless.com and get 15% off with the code "serverlesssummit22".
At the heart of every event-driven architecture is a conduit for messages to flow through. AWS offers many services that can act as such conduit - EventBridge, SNS, SQS, Kinesis, DynamoDB streams, MSK, IOT Core and Amazon MQ just to name a few! These services have different characteristics and trade-offs around performance, scalability and cost. Picking the right service for your workload is not always easy. In this talk, let’s talk about how to pick the right messaging service to use in your event-driven architecture and play the game of trade-offs to your advantage.
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At the heart of every event-driven architecture is a conduit for messages to flow through. AWS offers many services that can act as such conduit - EventBridge, SNS, SQS, Kinesis, DynamoDB streams, MSK, IOT Core and Amazon MQ just to name a few! These services have different characteristics and trade-offs around performance, scalability and cost. Picking the right service for your workload is not always easy. In this talk, let’s talk about how to pick the right messaging service to use in your event-driven architecture and play the game of trade-offs to your advantage.
Patterns and practices for building resilient serverless applications.pdfYan Cui
Lambda gives you multi-AZ out-of-the-box, but still, things can go wrong in production. There are region-wide outages, and performance degradation in services your function depends on can cause it to time out or error. And what if you're dealing with downstream systems that just aren't as scalable and can't handle the load you put on them? The bottom line is many things can go wrong and they often do at the worst of times. The goal of building resilient systems is not to prevent failures, but to build systems that can withstand these failures. In this talk, we will look at a number of practices and architectural patterns that can help you build more resilient serverless applications. Such as multi-region, active-active, employing DLQs and surge queues. We'll also see how we can use chaos experiments to help us identify failure modes before they manifest in production.
Serverless observability - a hero's perspectiveYan Cui
Yan Cui, an AWS Serverless Hero, will talk about the learnings from using serverless at scale.
He will cover the challenges for observability in serverless asynchronous workloads and the patterns to address those challenges, like using centralized logging, correlation IDs, tracing, lambda extensions.
How to ship customer value faster with step functionsYan Cui
Learn all about AWS Step Functions and how to use them to model business workflows and ship customer values quickly. In this session, we will talk about what is Step Functions, how to model business workflows as state machines, real-world case studies, and design patterns. By the end of this webinar, you should have a good idea of where Step Functions fit into your application and why you should use them (and why not!) to model workflows instead of building a custom solution yourself.
One of the key characteristics of serverless components is the pay-per-use pricing model. For example, with AWS Lambda, you don’t pay for the uptime of the underlying infrastructure but for the no. of invocations and how long your code actually runs for.
This important characteristic removes the need for many premature micro-optimizations as your cost is always tightly linked to usage and minimizes waste. As a result, many applications would run at a fraction of the cost if they were moved to serverless.
The pay-per-use pricing model also enables more accurate cost prediction and monitoring based on your application’s throughput. This gives rise to the notion of FinDev, where finance and development can intersect and allows optimization to be targeted to give the optimal return-on-invest on the engineering efforts.
And by building your application on serverless components, you can also leverage it as a business advantage and offer a more competitive, usage-based pricing to your customers. Which is going to be crucial at a time when businesses all around the world are affected by COVID and are looking for better efficiencies.
In this webinar, we will cover topics such as:
- How does the cost of serverless differ from serverful applications?
- How to predict and monitor cost in serverless applications?
- When should you optimize for cost?
- How can you leverage usage-based pricing as a business advantage?
Why your next serverless project should use AWS AppSyncYan Cui
In this webinar, Yan Cui and Lumigo Software Engineer Guy Moses will discuss some of the power of GraphQL and AppSync and why AppSync + Lambda + DynamoDB should be your stack of choice in 2021 and beyond!
Serverless technologies drastically simplify the task of building modern, scalable APIs in the cloud, and GraphQL makes it easy for frontend teams to consume these APIs and to iterate quickly on your product idea. Together, they are a perfect combination for a product-focused, full-stack team to deliver customer values quickly.
In this talk, see how we built a new social network mobile app in under 4 weeks using Lambda, AppSync, DynamoDB and Algolia. How we approached CI/CD, testing, authentication and lessons we learnt along the way.
Real-world serverless podcast: https://realworldserverless.com
Learn Lambda best practices: https://lambdabestpractice.com
Blog: https://theburningmonk.com
Consulting services: https://theburningmonk.com/hire-me
Production-Ready Serverless workshop: https://productionreadyserverless.com
Patterns and practices for building resilient serverless applicationsYan Cui
Lambda gives you multi-AZ out-of-the-box, but still, things can go wrong in production. There are region-wide outages, and performance degradation in services your function depends on can cause it to time out or error. And what if you're dealing with downstream systems that just aren't as scalable and can't handle the load you put on them? The bottom line is many things can go wrong and they often do at the worst of times. The goal of building resilient systems is not to prevent failures, but to build systems that can withstand these failures. In this talk, we will look at a number of practices and architectural patterns that can help you build more resilient serverless applications. Such as multi-region, active-active, employing DLQs and surge queues. We'll also see how we can use chaos experiments to help us identify failure modes before they manifest in production
How to bring chaos engineering to serverlessYan Cui
You might have heard about chaos engineering in the context of Netflix and Amazon, and how they kill EC2 servers in production at random to verify that their systems can stay up in the face of infrastructure failures. But did you know that the same ideas can be applied to serverless applications? Yes, despite not having access to the underlying servers, we can still apply principles of chaos engineering to uncover failure modes in our system (and there are plenty!) so we can build a defence against them and make our serverless applications more robust and more resilient!
Migrating existing monolith to serverless in 8 stepsYan Cui
Refactoring a monolith to serverless can be intimidating, but there are discrete steps that you can take to simplify the process. In this talk, AWS Serverless Hero Yan Cui outlines 8 steps to successfully refactor your monolith and highlight key decision points such as language and tooling choices.
Building a social network in under 4 weeks with Serverless and GraphQLYan Cui
Serverless technologies drastically simplify the task of building modern, scalable APIs in the cloud, and GraphQL makes it easy for frontend teams to consume these APIs and to iterate quickly on your product idea. Together, they are a perfect combination for a product-focused, full-stack team to deliver customer values quickly.
In this talk, see how we built a new social network mobile app in under 4 weeks using Lambda, AppSync, DynamoDB and Algolia. How we approached CI/CD, testing, authentication and lessons we learnt along the way.
Real-world serverless podcast: https://realworldserverless.com
Learn Lambda best practices: https://lambdabestpractice.com
Blog: https://theburningmonk.com
Consulting services: https://theburningmonk.com/hire-me
Production-Ready Serverless workshop: https://productionreadyserverless.com
FinDev as a business advantage in the post covid19 economyYan Cui
The impact COVID19 has had on consumer economy, ripples out to other service providers - analytics tools, etc because everyone is going to be squeezed. And the variable-cost (or pay-as-you-use) pricing model will be more appealing as companies tighten up their budgets for non-essential services/tools.
AWS has improved Lambda cold starts by leaps and bounds in the last year. But for performance-sensitive applications such as user-facing APIs, Lambda cold starts are still a thorn in one’s side, especially when working with languages such as Java and .Net Core.
In this webinar, we will dive into strategies for improving cold start latency and how to mitigate them altogether with Provisioned Concurrency, and how Lumigo helps you optimize your use of Provisioned Concurrency.
In this session, we will look at 10 common use cases for AWS Lambda such as REST APIs, WebSockets, IoT and building event-driven systems. We will also touch on some of the latest platform features such as Provisioned Concurrency, EFS integration and Lambda Destinations and when and where we should use them.
A chaos experiment a day, keeping the outage awayYan Cui
Presented at ServerlessDays Warsaw
Recording: https://youtu.be/21HprKZQczs
You might have heard about chaos engineering in the context of Netflix and Amazon, and how they kill EC2 servers in production at random to verify that their systems can stay up in the face of infrastructure failures. But did you know that the same ideas can be applied to serverless applications? Yes, despite not having access to the underlying servers, we can still apply principles of chaos engineering to uncover failure modes in our system (and there are plenty!) so we can build defence against them and make our serverless applications more robust and more resilient!
One of the most common performance issues in serverless architectures is elevated latencies from external services, such as DynamoDB, ElasticSearch or Stripe.
In this webinar, we will show you how to quickly identify and debug these problems, and some best practices for dealing with poor performing 3rd party services.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
6. QUIZ TIME: In 2017, which of these games
has made the most revenue?
The world’s most popular
MOBA on PC
The world’s most popular
First Person Shooter
Some game by Blizzard
Some game by EA
A Chinese 5v5 mobile
game you never hear of
Some game by King
7. The world’s most popular
MOBA on PC
The world’s most popular
First Person Shooter
Some game by Blizzard
Some game by EA
A Chinese 5v5 mobile
game you never heard of
Some game by King
QUIZ TIME: In 2017, which of these games
has made the most revenue?
22. Global Deployment
● Players are geo-routed to closest multiplayer server.
● Matched with other players in the same geo-region for best UX.
● No need for players to “choose server”, it should just work.
23. Global Deployment
● Should leaderboards be global or regional?
● Should guilds/alliances be global or regional?
● Should chatrooms be global or regional?
● Should liveops events be global or regional?
● Should players be allowed to play with others in another region?
ie. play with distant relatives/friends.
● Should players be allowed to switch default region?
eg. moved to Europe after Brexit
25. Server Authoritative
● Server decides game logic.
● Client sends all inputs to server.
● Client receives game state (either full, or delta) from server.
26. Server Authoritative
● Server decides game logic.
● Client sends all inputs to server.
● Client receives game state (either full, or delta) from server.
● Client keeps internal state for game world, which mirrors server state.
● Client doesn’t modify world state directly, only display with some
prediction to mask network latency.
27. Client 1 Client 2Server
C1 control 1 C2 control 1
game state 1
28. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
game state 1
game state 2
29. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
game state 1
game state 2
30. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
game state 1
game state 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 3
C1 control 1
C2 control 1
C2 control 2
C2 control 3
31. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
game state 1
game state 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 4
32. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
game state 1
game state 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 4
33. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
game state 1
game state 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 5
C2 control 3
game state 4
34. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
game state 1
game state 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 3
C1 control 1
C2 control 1
C2 control 2
game state 5
C2 control 3
game state 4
35.
36. Pros
● Always in-sync.
● Hard to cheat - no memory hacks, etc.
● Easy (and quick) to join mid-match.
● Server can detect lagged/DC’d client and take over with AI.
37. Cons
● High server load.
● High bandwidth usage.
● Synchronization on the client is complicated.
● Little experience in the company with server-side .Net stack.
(bus factor of 1)
● .NetCore was/is still a moving target.
38. high server load and
bandwidth needs
client has to receive
more data
39. Lock-Step*
● Client sends all inputs to server.
● Server collects all inputs, and buffers them.
● Server sends all buffered inputs to all clients X times a second.
* traditional RTS games tend to use peer-to-peer model
40. Lock-Step*
● Client sends all inputs to server.
● Server collects all inputs, and buffers them.
● Server sends all buffered inputs to all clients X times a second.
● Client executes all inputs in the same order.
● Because everyone is 'guaranteed' to have executed the same input at
the same frame in the same order, we get synchronicity.
● Use prediction to mask network latency.
* traditional RTS games tend to use peer-to-peer model
41. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
C1 control 1
C2 control 1
C2 control 2
C1 control 1
C2 control 1
C2 control 2
C2 control 3
inputs, instead
of game state
42. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
C1 control 1
C2 control 1
C2 control 2
C1 control 1
C2 control 1
C2 control 2
C2 control 3
RTT: time between sending an input
to receiving it back from server
43. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
C1 control 1
C2 control 1
C2 control 2
C1 control 1
C2 control 1
C2 control 2
C2 control 3
44. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
C1 control 1
C2 control 1
C2 control 2
C1 control 1
C2 control 1
C2 control 2
C2 control 3
RTT
frame time
45. Client 1 Client 2Server
C1 control 1 C2 control 1
C2 control 2
C2 control 3
C1 control 1
C2 control 1
C2 control 2
C1 control 1
C2 control 1
C2 control 2
C2 control 3
RTT
frame time
RTT = latency x 2 + X
Xmin = 0, Xmax = frame time
46.
47. Pros
● Light server load.
● Lower bandwidth usage.
● Simpler server implementation.
48. Cons
● Needs deterministic game engine.
● Unity has long-standing determinism problem with floating point.
● Hackable, requires some form of server-side validation.
● All clients must take over lagged/DC’d client with AI.
● Slower to join mid-match, need to process all inputs.
● Need to ensure all clients in a match are compatible.
55. Pros
● Easy to use.
● Already use it for prototype games.
● Multi-region, lobby, etc. come out-of-the-box.
● Had a long time to optimize their solution.
56. Cons
● Quite expensive, pay for provisioned peak monthly CCU.
● “can we bet the future of our company on a third-party?”.
● Unknown global distribution at scale
● Accessibility of support.
● Limited extensibility.
● Runs on Windows.
59. A model for describing computation, coined by
Carl Hewitt & co in 1973.
Later popularised by Erlang.
Actor Model
Carl Hewitt
60. Everything is an actor.
Every actor has a mailbox.
An actor is the fundamental unit that embodies
the 3 essential things for computation:
● processing
● storage
● communications
Actor Model
61. Actors don’t share memory, they communicate
only via messages.
When an actor receives a message, it can:
● create new actors
● send messages to other actors
● do work
Actor Model
62. Actors don’t share memory, they communicate
only via messages.
When an actor receives a message, it can:
● create new actors
● send messages to other actors
● do work
Actor Model Johnny?
Not sharing memory prevents cascade failures when an actor crashes.
65. Inside an actor, messages are processed one-at-a-time, in a
single-threaded fashion.
No need for locks!
Actor Model
single-threaded
66. Inside an actor, messages are processed one-at-a-time, in a
single-threaded fashion.
No need for locks!
Simplifies concurrency, no deadlocks, race conditions, etc.
Actor Model
single-threaded
68. Lifts concurrency management to the mailbox.
Allows you to “think globally, but act locally”.
Easier to think about a complex system in terms of states and
transitions, than to manage state mutations.
Actor Model
69. MATCH 1
C1 input
C2 input
current frame history
frame 1
frame 2
frame 3
buffering
73. MATCH 1
C1 input
C2 input
current frame history
frame 1
frame 2
frame 3C3 joined
C3 input
connection open
authenticate
send/receive
buffering
74. MATCH 1
C1 input
C2 input
current frame history
frame 1
frame 2
frame 3C3 joined
C3 input
connection open
authenticate
send/receive
buffering
broadcast!
75. MATCH 1
current frame history
frame 1
frame 2
frame 3
C1 input
C2 input
C3 joined
C3 input
connection open
authenticate
send/receive
buffering
broadcast!
76. MATCH 1
current frame history
frame 1
frame 2
frame 3
frame 4
connection open
authenticate
send/receive
buffering
broadcast!
77. MATCH 1
current frame history
frame 1
frame 2
frame 3
frame 4
connection open
authenticate
send/receive
buffering
broadcast!
C3 input
91. MATCH
current frame history
frame 1
frame 2
frame 3
C1 input
C2 input
C3 joined
C3 joined
act locally
think globally
how actors interact with each other
aka, the “protocol”
92.
93.
94. the secret to building high
performance systems is simplicity
complexity kills performance
95. Higher CCU per server
Fewer servers
Lower cost
Less operational overhead
Performance Matters
96. We should forget about small
efficiencies, say about 97% of the
time: premature optimization is
the root of all evil. Yet we should
not pass up our opportunities in
that critical 3%.
Performance Matters
97. We should forget about small
efficiencies, say about 97% of the
time: premature optimization is
the root of all evil. Yet we should
not pass up our opportunities in
that critical 3%.
Performance Matters
98. Threads are heavy OS constructs.
Each thread is allocated 1MB stack space by default.
Context Switching is expensive at scale.
Actors are cheap.
Actor system can optimise use of threads to minimise context switching.
Actor Model
>
99. Non-blocking I/O framework for JVM.
Highly performant.
Simplifies implementation of socket servers (TCP/ UDP).
UDP support is “meh”...
Netty
101. AWS Lambda functions to run bot clients (written with Akka):
● Cheaper
● Faster to boot up
● Easy to update
Each Lambda invocation could simulate up to 100 bots.
Automated Load Testing