ACM Transactions on Computer Systems (TOCS)
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
A Load Balancing Algorithm for a Distributed Multimedia Game Server Architecture
ICMCS '99 Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Multiserver support for large-scale distributed virtual environments
IEEE Transactions on Multimedia
Autonomic microcell assignment in massively distributed online virtual environments
Journal of Network and Computer Applications
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Autonomic service hosting for large-scale distributed MOVE-services
IM'09 Proceedings of the 11th IFIP/IEEE international conference on Symposium on Integrated Network Management
Dynamic load management for MMOGs in distributed environments
Proceedings of the 7th ACM international conference on Computing frontiers
A dynamic management scheme for DVEs
Journal of Network and Computer Applications
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Adaptive load-balancing for MMOG servers using KD-trees
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
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Distributed virtual environments such as massive multi-player games require multiple servers to balance computational load. This paper investigates the architecture of a unified environment where the virtual online world is not partitioned according to rigid boundaries, but according to an adaptive paradigm. Since it is difficult to develop an optimal load balancing algorithm for a unified environment, we propose an optimistic scheme that quickly converges. The cost of frequent migrations is reduced by following a push/push data exchange model. We analyze the computational time costs of such a system and give simulation results to gauge its performance. The simulation results confirm that our load balancing scheme is efficient and can support large numbers of clients.