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 fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM 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
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Robust resource allocation in a massive multiplayer online gaming environment
Proceedings of the 4th International Conference on Foundations of Digital Games
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
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Large scale interactive online games aim to support a very large number of game players simultaneously. To support hundreds of thousands of concurrent players, game providers have so far focused on developing highly scalable game server architectures and extensible network infrastructures. Recently, distributed online games are beginning to incorporate more interactive features and action sequences; thus, it becomes increasingly important to provision server resources in an efficient manner to support real-time interaction between the users. In this paper, we present a novel distributed algorithm to select game servers for a group of clients participating in a large scale interactive online game session. The goal of server selection is to minimize the server resource usage while satisfying a 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 lets the clients select appropriate servers in a distributed manner such that the server resource is efficiently utilized. Using simulation, we study 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, or sometimes even better than, that of centralized greedy algorithms, which require global information and extensive computations.