Proceedings of the third international conference on Genetic algorithms
Heuristic Algorithms for Scheduling Independent Tasks on Nonidentical Processors
Journal of the ACM (JACM)
Journal of Parallel and Distributed Computing
A Benefit Function Mapping Heuristic for a Class of Meta-Tasks in Grid Environments
CCGRID '01 Proceedings of the 1st International Symposium on Cluster Computing and the Grid
Segmented Min-Min: A Static Mapping Algorithm for Meta-Tasks on Heterogeneous Computing Systems
HCW '00 Proceedings of the 9th Heterogeneous Computing Workshop
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Measuring the Robustness of a Resource Allocation
IEEE Transactions on Parallel and Distributed Systems
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
Dynamic Mapping in Energy Constrained Heterogeneous Computing Systems
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Papers - Volume 01
A Heuristic Scheduling Strategy for Independent Tasks on Grid
HPCASIA '05 Proceedings of the Eighth International Conference on High-Performance Computing in Asia-Pacific Region
On demand platform for online games
IBM Systems Journal
IBM Systems Journal
Heuristics for scheduling file-sharing tasks on heterogeneous systems with distributed repositories
Journal of Parallel and Distributed Computing
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
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Journal of Parallel and Distributed Computing
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Leap before you look: an effective strategy in an oversubscribed scheduling problem
AAAI'04 Proceedings of the 19th national conference on Artifical intelligence
A new business model for massively multiplayer online games
Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering
Optimizing client assignment for enhancing interactivity in distributed interactive applications
IEEE/ACM Transactions on Networking (TON)
SLA-based operation of massively multiplayer online games in competition-based environments
Proceedings of the International C* Conference on Computer Science and Software Engineering
Autonomous massively multiplayer online game operation on unreliable resources
Proceedings of the International C* Conference on Computer Science and Software Engineering
Autonomic operation of massively multiplayer online games in clouds
Proceedings of the 2013 ACM Cloud and Autonomic Computing Conference
Online Client Assignment in Dynamic Real-Time Distributed Interactive Applications
DS-RT '13 Proceedings of the 2013 IEEE/ACM 17th International Symposium on Distributed Simulation and Real Time Applications
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The environment considered in this research is a massive multiplayer online gaming (MMOG) environment. Each user controls an avatar (an image that represents and is manipulated by a user) in a virtual world and interacts with other users. An important aspect of MMOG is maintaining a fair environment among users (i.e., not give an unfair advantage to users with faster connections or more powerful computers). The experience (either positive or negative) the user has with the MMOG environment is dependent on how quickly the game world responds to the user's actions. This study focuses on scaling the system based on demand, while maintaining an environment that guarantees fairness. Consider an environment where there is a main server (MS) that controls the state of the virtual world. If the performance falls below acceptable standards, the MS can off-load calculations to secondary servers (SSs). An SS is a user's computer that is converted into a server. Four heuristics are proposed for determining the number of SSs, which users are converted to SSs, and how users are assigned to the SSs and the MS. The goal of the heuristics is to provide a "fair" environment for all the users, and to be "robust" against the uncertainty of the number of new players that may join a given system configuration. The heuristics are evaluated and compared by simulation.