Avatar Density Based Client Assignment

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9926)

Abstract

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.

Keywords

DVE MMOG 

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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

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