Avatar Density Based Client Assignment

  • Lutz Behnke
  • Sven Allers
  • Qi Wang
  • Christos Grecos
  • Kai von Luck
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9926)


Scaling the number of supported users for Massive Multi-User Games (MMOGs) allows more users to experience its content together. Supporting this capability needs consider the chain of all components that constitute the system between the client software of any two users.

A large body of research has been created over the last decades on the problem of dividing the resultant workload of a MMOG to specific nodes in a cluster of server. Connecting clients to the most appropriate server of this cluster is as important. Clients will place widely varying, dynamically changing requirements on processing, storage and network bandwidth resource on the MMOG.

We propose a novel mechanism of assigning clients to servers in a MMOG as part of an load balancing effort. It allows the optimization of resource utilization while being able to handle overload situations in the face of high avatar density and adapt to change over time.




  1. 1.
    Behnke, L., Grecos, C., Luck, K.V.: QuP: graceful degradation in state propagation for DVEs. In: Proceedings of International Workshop on Massively Multiuser Virtual Environments. ACM Press, Singapore (2014).
  2. 2.
    Behnke, L., Wang, Q., Grecos, C., von Luck, K.: Budget based dynamic state update aggregation. In: Proceedings of the 7th ACM International Workshop on Massively Multiuser Virtual Environments - MMVE 2015, pp. 25–26, Portland, Oregon (2015).
  3. 3.
  4. 4.
    Chen, J., Wu, B., Delap, M., Knutsson, B., Lu, H., Amza, C.: Locality aware dynamic load management for massively multiplayer games. In: Proceedings of the Tenth ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming - PPoPP 2005, p. 289, New York, USA (2005).,
  5. 5.
    De Vleeschauwer, B., Van Den Bossche, B., Verdickt, T., De Turck, F., Dhoedt, B., Demeester, P.: Dynamic microcell assignment for massively multiplayer online gaming. In: Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames 2005, p. 1, New York, USA (2005).
  6. 6.
    Deng, Y., Lau, R.W.H.: Dynamic load balancing in distributed virtual environments using heat diffusion. ACM Trans. Multimedia Comput. Commun. Appl. 10(2), 1–19 (2014). CrossRefGoogle Scholar
  7. 7.
    Falkenauer, E.: A new representation and operators for genetic algorithms applied to grouping problems. Evol. Comput. 2(2), 123–144 (1994). CrossRefGoogle Scholar
  8. 8.
    Lau, R.W.: Hybrid load balancing for online games. In: Proceedings of the International Conference on Multimedia - MM 2010, p. 1231, New York, USA (2010).
  9. 9.
    Lu, F., Parkin, S., Morgan, G.: Load balancing for massively multiplayer online games. In: Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames 2006, p. 1, New York, USA (2006).,
  10. 10.
    Lui, J., Chan, M.: An efficient partitioning algorithm for distributed virtual environment systems. IEEE Trans. Parallel Distrib. Syst. 13(3), 193–211 (2002)CrossRefGoogle Scholar
  11. 11.
    Morillo, P., Fernandez, M., Orduna, J.: An ACS-based partitioning method for distributed virtual environment systems. In: Proceedings International Parallel and Distributed Processing Symposium, p. 8, No. C, IEEE Comput. Soc. (2003).
  12. 12.
    Morillo, P., Orduña, J.M., Fernández, M., Duato, J.: An adaptive load balancing technique for distributed virtual environment systems. In: Proceedings of the IASTED International Conference on Parallel and Distributed Computing and Systems (PCDS 2003), vol. 15, pp. 256–261 (2003).
  13. 13.
    Ng, B., Si, A., Lau, R.W., Li, F.W.: A multi-server architecture for distributed virtual walkthrough. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology - VRST 2002, p. 163. New York, USA (2002).
  14. 14.
    Quax, P., Cornelissen, B., Dierckx, J., Vansichem, G., Lamotte, W.: ALVIC-NG: state management and immersive communication for massively multiplayer online games and communities. Multimedia Tools Appl. 45(1–3), 109–131 (2009). CrossRefGoogle Scholar
  15. 15.
    Deng, Y., Lau, R.W.H.: On delay adjustment for dynamic load balancing in distributed virtual environments. IEEE Trans. Vis. Comput. Graph. 18(4), 529–537 (2012). CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2016

Authors and Affiliations

  1. 1.Department of Computer ScienceUniversity of Applied Sciences HamburgHamburgGermany
  2. 2.School of Computing, University of the West of ScotlandPaysleyGreat Britain

Personalised recommendations