Approximation algorithms for NP-hard problems
Approximation algorithms for NP-hard problems
On power-law relationships of the Internet topology
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Heuristic algorithms for the terminal assignment problem
SAC '97 Proceedings of the 1997 ACM symposium on Applied computing
IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Dynamic grid-based approach to data distribution management
Journal of Parallel and Distributed Computing - Parallel and Distributed Discrete Event Simulation--An Emerging Technology
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Load Balancing for Distributed Virtual Reality Systems
SIBGRAPHI '98 Proceedings of the International Symposium on Computer Graphics, Image Processing, and Vision
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
Behavior and Performance of Interactive Multi-Player Game Servers
Cluster Computing
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A Hybrid Solution to Support Multiuser 3D Virtual Simulation Environments in Peer-to-Peer Networks
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A Novel Solution for the Development of Collaborative Virtual Environment Simulations in Large Scale
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
A hybrid Hopfield network-genetic algorithm approach for the terminal assignment problem
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
Latency-driven distribution: infrastructure needs of participatory entertainment applications
IEEE Communications Magazine
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
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Distributed Virtual Environments (DVEs) such as online games, military simulations or collaborative design are currently very popular. To support large-scale DVEs, an architecture with multiple, geographically distributed servers is usually employed, and the virtual world is partitioned into multiple zones for load distribution. The client assignment problem arises when assigning the participating clients to the servers. Current approaches usually assign clients to servers based on a resource-driven approach, i.e. the only concern is not to overload the servers. This approach may degrade the interactivity of DVEs if the network delay from a client to its assigned server is large. In this paper, we formulate the client assignment problem, and propose three new algorithms to assign clients to servers in a more efficient way. The proposed algorithms are based on the greedy heuristics developed for the well-known Terminal Assignment problem. From extensive simulation studies with realistic settings, we find that even under heterogeneous environments such as the Internet where accurate input data for the assignment algorithms are usually impractical to obtain, some of the proposed algorithms are still beneficial to the performances of DVEs.