A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Latency and player actions in online games
Communications of the ACM - Entertainment networking
A platform for dynamic microcell redeployment in massively multiplayer online games
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Scaling in games and virtual worlds
Communications of the ACM - Designing games with a purpose
High-level development of multiserver online games
International Journal of Computer Games Technology - Networking for Computer Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
Dynamic Data Allocation Scheme for Multi-server Web-Based MORPG System
WAINA '10 Proceedings of the 2010 IEEE 24th International Conference on Advanced Information Networking and Applications Workshops
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
A multiuser virtual-reality environment for a tele-operated laboratory
IEEE Transactions on Education
Rapid Authoring of Web-based Multiplayer Online Games
Proceedings of International Conference on Information Integration and Web-based Applications & Services
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The web-based-application user base has witnessed rapid growth. It has become necessary to develop techniques that enable systems to manage simultaneous access by a large number of users. We focus on web-based MultiPlayer Online Role-Playing Games (MORPGs), which must be able to cope with a large number of users and a high frequency of user requests. In our previous work, we introduced a system using multiple web servers and a dynamic data allocation method, which is able to manage dynamic change in user requests. Using this method, we achieved a capacity of 320 users, as opposed to the user capacity of 200 for single-server MORPG system. However, we found some cases in which our method was not effective. In this paper, we propose three rules for dynamic data allocation to address different situations. Our evaluation shows that the cache works effectively if the most avatars gather in a certain place.