Integer and combinatorial optimization
Integer and combinatorial optimization
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Hybrid performance modeling approach for network intensive distributed software
WOSP '07 Proceedings of the 6th international workshop on Software and performance
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Design time deployment optimization for component based systems
SE'07 Proceedings of the 25th conference on IASTED International Multi-Conference: Software Engineering
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
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
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
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Autonomic microcell assignment in massively distributed online virtual environments
Journal of Network and Computer Applications
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Autonomic service hosting for large-scale distributed MOVE-services
IM'09 Proceedings of the 11th IFIP/IEEE international conference on Symposium on Integrated Network Management
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
A dynamic management scheme for DVEs
Journal of Network and Computer Applications
Design implications of social interaction in online games
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Triangle-based obstacle-aware load balancing for massively multiplayer games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Dynamic reallocation rules on multi-server web-based MORPG system
International Journal of Grid and Utility Computing
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
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With the number of players of massively multiplayer online games (MMOG) going beyond the millions, there is a need for an efficient way to manage these huge digital worlds. These virtual environments are dynamic and sudden increases in player density in a part of the world have an impact on the load of the server responsible for that section of the virtual world. In this paper we propose the division of the world into several interacting microcells that can be dynamically assigned to a set of servers. We outline the architecture of such a system and describe a set of algorithms that assign the microcells to the available servers. The maximum load experienced by a server is used as a minimization criterion. The different algorithms are compared with each other and with the standard approach used in these games.