Avatar Density Based Client Assignment

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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Communication dans un congrès
Günter Wallner; Simone Kriglstein; Helmut Hlavacs; Rainer Malaka; Artur Lugmayr; Hyun-Seung Yang. 15th International Conference on Entertainment Computing (ICEC), Sep 2016, Wien, Austria. Springer International Publishing, Lecture Notes in Computer Science, LNCS-9926, pp.137-148, 2016, Entertainment Computing - ICEC 2016. 〈10.1007/978-3-319-46100-7_12〉
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Lutz Behnke, Sven Allers, Qi Wang, Christos Grecos, Kai Luck. Avatar Density Based Client Assignment. Günter Wallner; Simone Kriglstein; Helmut Hlavacs; Rainer Malaka; Artur Lugmayr; Hyun-Seung Yang. 15th International Conference on Entertainment Computing (ICEC), Sep 2016, Wien, Austria. Springer International Publishing, Lecture Notes in Computer Science, LNCS-9926, pp.137-148, 2016, Entertainment Computing - ICEC 2016. 〈10.1007/978-3-319-46100-7_12〉. 〈hal-01640275〉

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