Knapsack problems: algorithms and computer implementations
Knapsack problems: algorithms and computer implementations
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
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
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Optimistic load balancing in a distributed virtual environment
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
The impact of virtualization on the performance of Massively Multiplayer Online Games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
The tight bound of first fit decreasing bin-packing algorithm is FFD(I) ≤ 11/9OPT(I) + 6/9
ESCAPE'07 Proceedings of the First international conference on Combinatorics, Algorithms, Probabilistic and Experimental Methodologies
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To support thousands of concurrent players in virtual worlds simulated by contemporary Massively Multiplayer Online Games, most implementations employ static game world partitioning for distributing the load among multiple game server instances. Further, the resources that manage the resulting subregions are statically allocated, independent of the actual game load. As a result, due to the high variability of the user demand, this approach leads to a low resource utilization causing much higher provisioning costs than necessary. In addition, the number of players supported by a region is limited by the maximum load that can be handled by a single server instance. We propose in this paper a novel game load management technique divided in two (global and a local) layers, capable of dynamically adjusting the amount of allocated resources to the present user demand. The global level assigns the responsibility of serving particular game regions to data centers using a peer-to-peer infrastructure, while the local level within individual facilities maintains the necessary server instances for the assigned obligations. We device two generic heuristics based on the well-known bin-packing problem to achieve the ultimate goal of maximizing the resource utilization on both levels while maintaining user-level Quality of Service (QoS). We evaluate the performance of our proposed solution using simulation-based experiments, which demonstrate a potential cost reduction in maintaining MMOG sessions by up to 60% while maintaining QoS in 99% of the cases.