Triangle-based obstacle-aware load balancing for massively multiplayer games

dc.contributor.authorDenault, A.
dc.contributor.authorCanas, C.
dc.contributor.authorKienzle, J.
dc.contributor.authorKemme, B.
dc.date.accessioned2015-07-31T21:06:46Z
dc.date.available2015-07-31T21:06:46Z
dc.date.issued2011
dc.description.abstractMassively multiplayer games run on large server farms in order to handle the huge load that is caused by the thousands of players that play these games concurrently. Current systems use very simple load-balancing mechanisms restricting the semantics of the game. In this paper, we present a dynamic load balancing mechanism that considers both the load associated with performing game actions as well as the load incurred through interest management. As clients join, they can take on load due to game actions and update notifications. When players flock to some part of the world, our system is able to dynamically redistribute the imbalanced interest management load among servers. This hybrid mechanism is integrated into the Mammoth multiplayer gaming environment and our real-world experiments show how equal load distribution is maintained under changing workloads.en_US
dc.description.refereedYesen_US
dc.identifier.doi10.1109/NetGames.2011.6080980
dc.identifier.urihttp://hdl.handle.net/1880/50803
dc.publisherIEEEen_US
dc.publisher.urlhttp://dx.doi.org/10.1109/NetGames.2011.6080980en_US
dc.titleTriangle-based obstacle-aware load balancing for massively multiplayer gamesen_US
dc.typeunknown
Files
License bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.84 KB
Format:
Item-specific license agreed upon to submission
Description:
Collections