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.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Lui, J., Chan, M.: An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems. IEEE Transaction on Parallel and Distributed Systems (2002)Google Scholar
  2. 2.
    Nguyen, T., Binh, D., Zhou, S.: A Dynamic Load Sharing Algorithm for Massively Multiplayer Online Games. In: ICON, pp. 131–136 (2003)Google Scholar
  3. 3.
    Lui, J.C.S., Chan, M.F., So, K.Y., Tam, T.S.: Balancing Workload and Communication Cost for a Distributed Virtual Environment. In: Jajodia, S., Özsu, M.T., Dogac, A. (eds.) MIS 1998. LNCS, vol. 1508, p. 130. Springer, Heidelberg (1998)CrossRefGoogle Scholar
  4. 4.
    Min, D., Choi, E., Lee, D., Park, B.: A Load Balancing Algorithm for a Distributed Multimedia Game Server Architecture. In: Proceedings of IEEE International Conference on Multimedia Computing and Systems, pp. 882–886 (1999)Google Scholar
  5. 5.
    Ng, B., Si, A., Lau, R., Li, F.: A Multi-Server Architecture for Distributed Virtual Walkthrough. In: ACM VRST, pp. 163–170 (2002)Google Scholar
  6. 6.
    Weyten, L., De Pauw, W.: Quad list quad trees: a geometrical data structure with improved performance for large region queries. IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems 8(3), 229–233 (1989)CrossRefGoogle Scholar
  7. 7.
    Jung, Y., et al.: VENUS: The Online Game Simulator using Massively Virtual Clients. In: Baik, D.-K. (ed.) AsiaSim 2004. LNCS, vol. 3398, pp. 589–596. Springer, Heidelberg (2005)CrossRefGoogle Scholar
  8. 8.
    Lee, H., Park, T.: Design and Implementation of an Online 3D Game Engine. In: Laganá, A., Gavrilova, M.L., Kumar, V., Mun, Y., Tan, C.J.K., Gervasi, O. (eds.) ICCSA 2004. LNCS, vol. 3044, pp. 837–842. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  9. 9.
    Microforte: Bigworld game engine, http://www.bigworldgames.com/
  10. 10.
    Emergent: Gamebryo game engine, http://www.emergent.net/
  11. 11.
    Lim, J.Y., Kim, J.R., Shim, K.H.: A Dynamic Load Balancing Model For Networked Virtual Environment Systems Using an Efficient Boundary Partition Management. In: IEEE The 8th International Conference on Advanced Communication Technology (2006)Google Scholar
  12. 12.
    Knutsson, B., Lu, H., Xu, W., Hopkins, B.: Peer-to peer support for massively multiplayer games. In: INFOCOM (2004)Google Scholar
  13. 13.
    Fiedler, S., Wallner, M., Weber, M.: A communication architecture for massive multiplayer games. In: The 1st workshop on Network and system support for games (2002)Google Scholar

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

Personalised recommendations