Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
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
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
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Fast transparent migration for virtual machines
ATEC '05 Proceedings of the annual conference on USENIX Annual Technical Conference
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
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
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Client-side adaptive search optimisation for online game server discovery
NETWORKING'08 Proceedings of the 7th international IFIP-TC6 networking conference on AdHoc and sensor networks, wireless networks, next generation internet
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
A virtualization-based approach for zone migration in distributed virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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Massively multi-player online games (MMOGs) have stringent latency requirements and must support large numbers of concurrent players. To handle these conflicting requirements, it is common to divide the virtual environment into virtual regions, and spawn multiple instances of isolated game areas (known as dungeons or instances) to serve multiple distinct groups of players. As MMOGs attract players from all around the world, it is plausible to disperse these regions and instances on geographically distributed servers. Core selection algorithms can then be applied to locate an optimal server for placing a region or instance, based on player latencies. Functionality for migrating objects supports this objective, with a distributed name server ensuring that references to the moved objects are efficiently maintained. As a result, we anticipate a decrease in aggregate latency for the affected players. With Ginnungagap we present the Implementation and evaluation of a middleware that combines these ideas and present its feasibility.