An iterative algorithm for delay-constrained minimum-cost multicasting
IEEE/ACM Transactions on Networking (TON)
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Introduction to Algorithms
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Distributed center-location algorithms
IEEE Journal on Selected Areas in Communications
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Greedy Algorithms for Client Assignment in Large-Scale Distributed Virtual Environments
Proceedings of the 20th Workshop on Principles of Advanced and Distributed Simulation
IBM Systems Journal
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
IEEE Transactions on Mobile Computing
International Journal of Computers and Applications
Client assignment problem in distributed virtual environments
International Journal of Computers and Applications
Mobile real-time group communication service
INFOCOM'10 Proceedings of the 29th conference on Information communications
Client allocation for enhancing interactivity in distributed virtual environments
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and its Applications - Volume Part I
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In this paper, we present a novel distributed algorithm that dynamically selects game servers for a group of game clients participating in large scale interactive online games. The goal of server selection is to minimize server resource usage while satisfying the real-time delay constraint. We develop a synchronization delay model for interactive games and formulate the server selection problem, and prove that the considered problem is NP-hard. The proposed algorithm, called zoom-in-zoom-out, is adaptive to session dynamics (e.g. clients join and leave) and lets the clients select appropriate servers in a distributed manner such that the number of servers used by the game session is minimized. Using simulation, we present the performance of the proposed algorithm and show that it is simple yet effective in achieving its design goal. In particular, we show that the performance of our algorithm is comparable to that of a greedy selection algorithm, which requires global information and excessive computation.