Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A zone based architecture for massively multi-user simulations
SpringSim '07 Proceedings of the 2007 spring simulaiton multiconference - Volume 1
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Efficient management of resources and entities using the HyVonNe P2P architecture
International Journal of Grid and Utility Computing
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Triangle-based obstacle-aware load balancing for massively multiplayer games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Energy efficient multi-player smartphone gaming using 3D spatial subdivisioning and pvs techniques
Proceedings of the 3rd ACM international workshop on Interactive multimedia on mobile & portable devices
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Distributed Simulations that support a massive number of users typically divide the virtual world into zones that are managed by separate servers to evenly distribute resources and achieve scalability. However, such zoning restricts cross-zonal interactions and exposes the division of the world to the participating parties. Problems such as crowding one zone among others defeats the very purpose of interest management and makes geographic partitioning inefficient for modeling interactions. In this work, we have designed and implemented a visibility-driven approach to make the partitioning transparent to users. The effectiveness of this distributed architecture is tested through a prototype implementation. We also introduce a novel idea to dynamic load balancing that can be achieved in real-time without modifying the communication architecture. By increasing the granularity of the partitioning and providing a layered approach to zoning, transient crowding can be handled by adaptively dispersing parts of the crowded zone to adjacent servers.