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Multimedia Tools and Applications

, Volume 45, Issue 1–3, pp 263–289 | Cite as

A load balancing scheme for massively multiplayer online games

  • Carlos Eduardo Benevides BezerraEmail author
  • Cláudio Fernando Resin Geyer
Article

Abstract

In a distributed MMOG (massively multiplayer online game) server architecture, the server nodes may become easily overloaded by the high demand from the players for state updates. Many works propose algorithms to distribute the load on the server nodes, but this load is usually defined as the number of players on each server, what is not an ideal measure. Also, the possible heterogeneity of the system is frequently overlooked. We propose a balancing scheme with two main goals: allocate load on server nodes proportionally to each one’s power and reduce the inter-server communication overhead, considering the load as the occupied bandwidth of each server. Four algorithms were proposed, from which ProGReGA is the best for overhead reduction and ProGReGA-KF is the most suited for reducing player migrations between servers. We also make a review of related works and some comparisons were made, where our approach performed better.

Keywords

MMOGs Load balancing Distributed server Graph partitioning 

Notes

Acknowledgements

This work was supported by the National Research Council (CNPq) and by the Coordination of Improvement of Higher Education (CAPES), both Brazilian research funding agencies.

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Copyright information

© Springer Science+Business Media, LLC 2009

Authors and Affiliations

  • Carlos Eduardo Benevides Bezerra
    • 1
    Email author
  • Cláudio Fernando Resin Geyer
    • 1
  1. 1.Universidade Federal do Rio Grande do SulPorto AlegreBrazil

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