Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
Transaction Models for Massively Multiplayer Online Games
SRDS '11 Proceedings of the 2011 IEEE 30th International Symposium on Reliable Distributed Systems
Journey, a shared virtual space middleware
Journey, a shared virtual space middleware
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
Massively multiplayer games run on large server farms in order to handle the huge load that is caused by the thousands of players that play these games concurrently. Current systems use very simple load-balancing mechanisms restricting the semantics of the game. In this paper, we present a dynamic load balancing mechanism that considers both the load associated with performing game actions as well as the load incurred through interest management. As clients join, they can take on load due to game actions and update notifications. When players flock to some part of the world, our system is able to dynamically redistribute the imbalanced interest management load among servers. This hybrid mechanism is integrated into the Mammoth multiplayer gaming environment and our real-world experiments show how equal load distribution is maintained under changing workloads.