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Load Balancing for Massively Multiplayer Online Games

Lookup NU author(s): Fengyum Lu, Dr Simon Parkin, Dr Graham Morgan

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Abstract

Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a requirement may be satisfied by utilising the cumulative processing resources afforded by a cluster of servers. Clustering of servers allow great flexibility, as the game provider may add servers to satisfy an increase in processing demands, more players, or remove servers for routine maintenance or upgrading. If care is not taken, the way processing demands are distributed across a cluster of servers may hinder such flexibility and also hinder player interaction within a game. In this paper we present an approach to load balancing that is simple and effective, yet maintains the flexibility of a cluster while promoting player interaction.


Publication metadata

Author(s): Lu F, Parkin S, Morgan G

Publication type: Conference Proceedings (inc. Abstract)

Publication status: Published

Conference Name: 5th ACM SIGCOMM Workshop on Network and System Support for Games

Year of Conference: 2006

Publisher: ACM

URL: http://dx.doi.org/10.1145/1230040.1230064

DOI: 10.1145/1230040.1230064

Notes: NetGames '06. Article No. 1 on conference CD-ROM. 11 pp. Session: Scalability in MMOGs

Library holdings: Search Newcastle University Library for this item

ISBN: 1595935894


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