MSWiM '02 Proceedings of the 5th ACM international workshop on Modeling analysis and simulation of wireless and mobile systems
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Broad-phase collision detection using semi-adjusting BSP-trees
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Agents-based modeling for a peer-to-peer MMOG architecture
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming
CCGRID '07 Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid
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
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
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In massively multiplayer online games (MMOGs) there is a great demand for high bandwidth connections with irregular access patterns. Such irregular demand is because players, who can vary from a few hundred to several tens of thousands, often occupy the virtual environment of the game in different ways with varying densities. Hence there is a great need for decentralized architectures with multiple servers that employ load-balancing algorithms to manage regions of the virtual environment. In such systems, each player only connects to the server that manages the region where the player's avatar is located, whereas each server is responsible for mediating the interaction between all pairs of players connected to it. Devising the proper load-balancing algorithm so that it takes spatial and variable occupations into account is a challenging problem which requires adaptive (and possibly dynamic) partitioning of the virtual environment. In this work, we propose the use of a kd-tree for partitioning the game environment into regions, and dynamically adjust the resulting subdivisions based on the distribution of avatars in the virtual environment. We compared our algorithm to competing approaches found in the literature and demonstrated that our algorithm performed better in most aspects we analyzed.