An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Balancing Workload and Communication Cost for a Distributed Virtual Environment
MIS '98 Proceedings of the 4th International Workshop on Advances in Multimedia Information Systems
A Load Balancing Algorithm for a Distributed Multimedia Game Server Architecture
ICMCS '99 Proceedings of the 1999 IEEE International Conference on Multimedia Computing and Systems - Volume 02
VENUS: the online game simulator using massively virtual clients
AsiaSim'04 Proceedings of the Third Asian simulation conference on Systems Modeling and Simulation: theory and applications
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On-line games are becoming more popular lately as the Internet becomes popular, game platforms become diverse and a ubiquitous game environment is supported. Therefore, distributed game server technology is required to support large numbers of concurrent game users simultaneously. Especially, while game users are playing games, many unpredictable problems can arise, such as a certain server handles more server loads than recommended because many game users crowded into a specific region of a game world. These kinds of situations can lead to whole game server instability. In this paper, global dynamic load balancing model and distributed MMOG(Massive Multiplayer Online Game) server architecture are proposed to apply our load balancing algorithm. Many different experiments were carried out to test for efficiency. Also an example of applying real MMOG application to our research work is shown.