Abstract
MMORPGs (Massively Multi-player Online Role-Playing Games) follows a client–server model that has the numerous gaming users with many interactions at the same virtual world, massive loading that result in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. Many developers propose algorithms to distribute the load on the server nodes, but the load is usually defined as the number of players on each server, what is not an ideal results. So, we propose a gaming user-oriented load balancing scheme for the load balancing of MMORPG servers in this paper. This scheme shows effectiveness at dealing with hot-spots and other gatherings of gaming users at specific servers compared to previous methods.
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This work was supported by 2012 Hongik University Research Fund.
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Kim, HY. (2013). User-Oriented Load Balancing Scheme for MMORPG. In: Kim, K., Chung, KY. (eds) IT Convergence and Security 2012. Lecture Notes in Electrical Engineering, vol 215. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-5860-5_61
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DOI: https://doi.org/10.1007/978-94-007-5860-5_61
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