A simulation based analysis of naming schemes for distributed systems
ANSS '92 Proceedings of the 25th annual symposium on Simulation
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
BRITE: Universal Topology Generation from a User''s Perspective
BRITE: Universal Topology Generation from a User''s Perspective
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
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
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
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Optimising online FPS game server discovery through clustering servers by origin autonomous system
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
Core-selection algorithms in multicast routing - comparative and complexity analysis
Computer Communications
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
SMOG: a cloud platform for seamless wide area migration of online games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Massively multi-player online games (MMOGs) require low latency while supporting a large number of concurrent players, often sharing one worldwide instance of the game. As these are conflicting requirements, a common way of distributing load is by dividing the virtual environment into virtual regions. As MMOGs are world-spanning games, it is plausible to disperse these regions on geographically distributed servers. As such, we propose the use of core selection for finding an optimal server for placing a region, and support for migrating the game state to that server. The first goal relies on a set of servers and measurement of the interacting players latencies. In locating an optimal server, we anticipate a decrease in the overall latency for the majority of players. This reduction occurs by migrating the region to a server closer in proximity to the majority of players in that virtual region, thereby lowering the response time of any interaction.