Proceedings of the ACM symposium on Virtual reality software and technology
Challenge-Sensitive Action Selection: an Application to Game Balancing
IAT '05 Proceedings of the IEEE/WIC/ACM International Conference on Intelligent Agent Technology
Dynamic placement for clustered web applications
Proceedings of the 15th international conference on World Wide Web
Designing Virtual Worlds
Database research opportunities in computer games
ACM SIGMOD Record
Service configuration and user profiling in 4G terminals
Wireless Personal Communications: An International Journal
An Adaptive Threshold Load Balancing Scheme for the End-to-End Reconfigurable System
Wireless Personal Communications: An International Journal
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
A Finding Less-Loaded Server Algorithm Based on MMOG and Analysis
ICICTA '10 Proceedings of the 2010 International Conference on Intelligent Computation Technology and Automation - Volume 01
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
Wireless Personal Communications: An International Journal
Algorithmic mechanism design for load balancing in distributed systems
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
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Massively multi-player online role-playing games (MMORPGs) follows a client-server model that has the numerous gaming users with many interactions at the same virtual world, massive loading that result in delays, resource shortages, and other such problems occur. Also, faced with high resource demand variability and with misfit resource renting policies, the current practices is to overprovision for each game tens of owned data. Existing load balancing schemes for distributed virtual environments and multiplayer games try to balance the workload among servers by transferring some workload of an overloaded server to other servers. While load balancing algorithms can minimize the average response time of the system, they may also result in frequent client migrations, which may damage the interactivity of an online games. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. Many developers propose algorithms to distribute the load on the server nodes, but the load is usually defined as the number of players on each server, what is not an ideal results. So, we propose a gaming user-oriented load balancing scheme for the load balancing of MMORPGs servers in this paper. This scheme shows effectiveness at dealing with hot-spots and other gatherings of gaming users at specific servers compared to previous methods.