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    Clustering players for load balancing in virtual worlds

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    Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special in game events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas.

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    Description

    Title : Clustering players for load balancing in virtual worlds
    Author(s) : Simon Rieche, Klaus Wehrle, Marc Fouquet, Heiko Niedermayer, Timo Teifel, Georg Carle
    Abstract : Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special in game events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas.
    Subject : unspecified
    Area : Other
    Language : English
    Year : 2008

    Affiliations Computer Science, RWTH Aachen University, Aachen
    Journal : International Journal of Advanced Media and Communication
    Volume : 2
    Issue : 4
    Publisher : Inderscience
    Pages : 351 -
    Url : http://www.inderscience.com/link.php?id=22220
    Doi : 10.1504/IJAMC.2008.022220

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    Klaus's Peer Evaluation activity

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