Lag as a determinant of human performance in interactive systems
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Solution procedures for the service system design problem
Computers and Operations Research
Theoretical Improvements in Algorithmic Efficiency for Network Flow Problems
Journal of the ACM (JACM)
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Observations on game server discovery mechanisms
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Computers and Intractability: A Guide to the Theory of NP-Completeness
Computers and Intractability: A Guide to the Theory of NP-Completeness
On the impact of network latency on distributed systems design
Information Technology and Management
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
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
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Service System Design with Immobile Servers, Stochastic Demand, and Congestion
Manufacturing & Service Operations Management
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The massively multiplayer online game (MMOG) industry has become an important e-commerce segment due to its impact on the economy. A MMOG requires the deployment of dozens to hundreds of n-tiered servers around the world to support millions of concurrent players. A slow response time stemming from an ill-designed network infrastructure could render the game noncompetitive in the marketplace. This study proposes a mixed integer program aimed at identifying nodes on a broadband provider's backbone network for hosting a MMOG so that the game distributor's revenue is maximized while meeting the throughput, the latency, and the budget requirements. A heuristic for solving the model is presented with an experiment to measure its solution quality and speed.