An improved spectral graph partitioning algorithm for mapping parallel computations
SIAM Journal on Scientific Computing
Complexity of graph partition problems
STOC '99 Proceedings of the thirty-first annual ACM symposium on Theory of computing
A Fast and High Quality Multilevel Scheme for Partitioning Irregular Graphs
SIAM Journal on Scientific Computing
MSWiM '02 Proceedings of the 5th ACM international workshop on Modeling analysis and simulation of wireless and mobile systems
A linear-time heuristic for improving network partitions
DAC '82 Proceedings of the 19th Design Automation Conference
Proceedings of the ACM symposium on Virtual reality software and technology
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
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE 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
An Efficient Gaming User Oriented Load Balancing Scheme for MMORPGs
Wireless Personal Communications: An International Journal
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In a distributed MMOG (massively multiplayer online game) server architecture, the server nodes may become easily overloaded by the high demand from the players for state updates. Many works propose algorithms to distribute the load on the server nodes, but this load is usually defined as the number of players on each server, what is not an ideal measure. Also, the possible heterogeneity of the system is frequently overlooked. We propose a balancing scheme with two main goals: allocate load on server nodes proportionally to each one's power and reduce the inter-server communication overhead, considering the load as the occupied bandwidth of each server. Four algorithms were proposed, from which ProGReGA is the best for overhead reduction and ProGReGA-KF is the most suited for reducing player migrations between servers. We also make a review of related works and some comparisons were made, where our approach performed better.