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NETGAMES
2006
ACM

Load balancing for massively multiplayer online games

14 years 6 months ago
Load balancing for massively multiplayer online games
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a requirement may be satisfied by utilising the cumulative processing resources afforded by a cluster of servers. Clustering of servers allow great flexibility, as the game provider may add servers to satisfy an increase in processing demands, more players, or remove servers for routine maintenance or upgrading. If care is not taken, the way processing demands are distributed across a cluster of servers may hinder such flexibility and also hinder player interaction within a game. In this paper we present an approach to load balancing that is simple and effective, yet maintains the flexibility of a cluster while promoting player interaction. Categories and Subject Descriptors H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems - Artificial, Augmented, and Virtual Realities C.2.4 [Dis...
Fengyun Lu, Simon E. Parkin, Graham Morgan
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where NETGAMES
Authors Fengyun Lu, Simon E. Parkin, Graham Morgan
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