Chord: a scalable peer-to-peer lookup protocol for internet applications
IEEE/ACM Transactions on Networking (TON)
Proceedings of the ACM symposium on Virtual reality software and technology
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Peer clustering: a hybrid approach to distributed virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Clustering players for load balancing in virtual worlds
International Journal of Advanced Media and Communication
Towards Practical Virtual Server-Based Load Balancing for Distributed Hash Tables
ISPA '08 Proceedings of the 2008 IEEE International Symposium on Parallel and Distributed Processing with Applications
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Future Generation Computer Systems
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
Federate resource management in a Distributed Virtual Environment
Future Generation Computer Systems
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
A Scalable Hybrid P2P System for MMOFPS
PDP '10 Proceedings of the 2010 18th Euromicro Conference on Parallel, Distributed and Network-based Processing
Heat diffusion based dynamic load balancing for distributed virtual environments
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A new business model for massively multiplayer online games
Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering
A Hybrid P2P System to Support MMORPG Playability
HPCC '11 Proceedings of the 2011 IEEE International Conference on High Performance Computing and Communications
Replication, load balancing and efficient range query processing in DHTs
EDBT'06 Proceedings of the 10th international conference on Advances in Database Technology
Evaluating compass routing based AOI-cast by MOGs mobility models
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Hi-index | 0.00 |
This paper proposes an architecture for Distributed Virtual Environments (DVEs) integrating cloud and peer nodes. We define the overall structure of the architecture and propose a flexible strategy to distribute the load due to the management of the entities of the DVE. The proposed approach takes into account the utilisation of the nodes, the economical cost due to their use of bandwidth, and their probability of failure. A greedy heuristics is exploited to reduce the computational cost of the algorithm in order to maintain a fair interactivity level to the end user of the DVE. A mobility model generating realistic Second Life traces is exploited to evaluate our algorithm. The experimental results show the effectiveness of our approach.