User-oriented load balancing scheme for MMORPG

Citations

SCOPUS

0

초록

MMORPGs (Massively Multi-player Online Role-Playing Games) follows a client-server model that has the numerous gaming users with many interactions at the same virtual world, massive loading that result in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. Many developers propose algorithms to distribute the load on the server nodes, but the load is usually defined as the number of players on each server, what is not an ideal results. So, we propose a gaming user-oriented load balancing scheme for the load balancing of MMORPG servers in this paper. This scheme shows effectiveness at dealing with hot-spots and other gatherings of gaming users at specific servers compared to previous methods. © 2013 Springer Science+Business Media.

키워드

Gaming user; Load balancing; MMORPG; Seamless; User oriented; Client-server models; Dynamic maps; Gaming user; Hotspots; Load-Balancing; Load-balancing schemes; MMORPG; Mmorpgs; Resource shortage; Role-playing game; Seamless; Server nodes; User oriented; Virtual worlds; Loading; Parallel architectures; Resource allocation; Social networking (online); Virtual reality; Network management
제목
User-oriented load balancing scheme for MMORPG
저자
Kim, H.-Y.
DOI
10.1007/978-94-007-5860-5_61
발행일
2013
유형
Conference Paper
저널명
Lecture Notes in Electrical Engineering
권
215 LNEE
페이지
515 ~ 520