On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Multiobjective Optimization Using Evolutionary Algorithms - A Comparative Case Study
PPSN V Proceedings of the 5th International Conference on Parallel Problem Solving from Nature
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
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
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Measurement based analysis, modeling, and synthesis of the internet delay space
Proceedings of the 6th ACM SIGCOMM conference on Internet measurement
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
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
A task-based load distribution scheme for multi-server-based distributed virtual environment systems
Presence: Teleoperators and Virtual Environments
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
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
HCS: a new local search strategy for memetic multiobjective evolutionary algorithms
IEEE Transactions on Evolutionary Computation
Expensive multiobjective optimization by MOEA/D with Gaussian process model
IEEE Transactions on Evolutionary Computation
A fast and elitist multiobjective genetic algorithm: NSGA-II
IEEE Transactions on Evolutionary Computation
Performance assessment of multiobjective optimizers: an analysis and review
IEEE Transactions on Evolutionary Computation
AbYSS: Adapting Scatter Search to Multiobjective Optimization
IEEE Transactions on Evolutionary Computation
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Dynamic load balancing in distributed virtual environments using heat diffusion
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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In large-scale distributed virtual environments (DVEs), the NP-hard zone mapping problem concerns how to assign distinct zones of the virtual world to a number of distributed servers to improve overall interactivity. Previously, this problem has been formulated as a single-objective optimization problem, in which the objective is to minimize the total number of clients that are without QoS. This approach may cause considerable network traffic and processing overhead, as a large number of zones may need to be migrated across servers. In this paper, we introduce a multi-objective approach to the zone mapping problem, in which both the total number of clients without QoS and the migration overhead are considered. To this end, we have proposed several new algorithms based on meta-heuristics such as local search and multi-objective evolutionary optimization techniques. Extensive simulation studies have been conducted with realistic network latency data modeled after actual Internet measurements, and different workload distribution settings. Simulation results demonstrate the effectiveness of the newly proposed algorithms.