A Dynamic Load Balancing for Massive Multiplayer Online Game Server

  • Jungyoul Lim
  • Jaeyong Chung
  • Jinryong Kim
  • Kwanghyun Shim
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4161)


On-line games are becoming more popular lately as the Internet becomes popular, game platforms become diverse and a ubiquitous game environment is supported. Therefore, distributed game server technology is required to support large numbers of concurrent game users simultaneously. Especially, while game users are playing games, many unpredictable problems can arise, such as a certain server handles more server loads than recommended because many game users crowded into a specific region of a game world. These kinds of situations can lead to whole game server instability. In this paper, global dynamic load balancing model and distributed MMOG(Massive Multiplayer Online Game) server architecture are proposed to apply our load balancing algorithm. Many different experiments were carried out to test for efficiency. Also an example of applying real MMOG application to our research work is shown.


Dynamic Load Virtual World Online Game Server Architecture Server Load 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© IFIP International Federation for Information Processing 2006

Authors and Affiliations

  • Jungyoul Lim
    • 1
  • Jaeyong Chung
    • 1
  • Jinryong Kim
    • 1
  • Kwanghyun Shim
    • 1
  1. 1.Digital Content Research DivisionElectronics and Telecommunications Research InstituteDaejeonKorea

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