Approximation algorithms for NP-hard problems
Approximation algorithms for NP-hard problems
On power-law relationships of the Internet topology
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
A class of greedy algorithms for the generalized assignment problem
Discrete Applied Mathematics
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
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
IEEE Transactions on Knowledge and Data Engineering
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Behavior and Performance of Interactive Multi-Player Game Servers
Cluster Computing
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
An improved hybrid genetic algorithm for the generalized assignment problem
Proceedings of the 2004 ACM symposium on Applied computing
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Latency-driven distribution: infrastructure needs of participatory entertainment applications
IEEE Communications Magazine
Constrained mirror placement on the Internet
IEEE Journal on Selected Areas in Communications
Routing of multipoint connections
IEEE Journal on Selected Areas in Communications
Network-Aware Server Placement for Highly Interactive Distributed Virtual Environments
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Large Scale Distributed Virtual Environments on the Grid: Design, Implementation, and a Case Study
Computer Supported Cooperative Work in Design IV
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
A virtualization-based approach for zone migration in distributed virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Optimizing client assignment for enhancing interactivity in distributed interactive applications
IEEE/ACM Transactions on Networking (TON)
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Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays, such as online games, military simulations, collaborative designs, etc. To support large-scale DVEs with real-time interactions among thousands or even more distributed clients, a geographically distributed server architecture (GDSA) is generally needed, and the virtual world can be partitioned into many distinct zones to distribute the load among the servers. Due to the geographic distributions of clients and servers in such architectures, it is essential to efficiently assign the participating clients to servers to enhance users' experience in interacting within the DVE. This problem is termed the client assignment problem (CAP) in this paper. We propose a two-phase approach, consisting of an initial assignment phase and a refined assignment phase to address the CAP. Both phases are shown to be NP-hard. Several heuristic assignment algorithms are then devised and evaluated via extensive simulations with realistic settings. We find that, even under heterogeneous environments like the Internet where accurate input data for the assignment algorithms are usually impractical to obtain, the proposed algorithms are still beneficial to the performances of DVE.