A Server Selection Method for Web-Based Multiserver Systems

Masaki Kohana, S. Okamoto
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引用次数: 3

Abstract

In our previous work, we proposed a dynamic data reallocation method for Web-based multiserver Multiplayer On-line Role-Playing Game (MORPG) systems. This method handles the data allocation as a combinational optimization problem. It is solved by using a tabu search that is a well-known meta-heuristic algorithm. Our system has some Web servers and an additional computation server. The computation server solves algorithm and decides the data allocation. However, each load of server is not completely balanced. This means that some Web server might have free computing resources. We aim to use these resources effectively. Therefore, our system handles a Web server that has free resources as a computation server. In this paper, we propose a selection method of a computation server in the Web servers. The server loads might be predicted because the data allocation is decided according to the last server loads and the user requests. Therefore, our system predicts the load of each server and selects a Web server. This selected server acts the computation server and decides the data allocation for the next term. After that, the computation server predicts the server load and selects the next computation server. We evaluates the performance of our system by measuring the latency values for game users and the server loads.
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基于web的多服务器系统的服务器选择方法
在我们之前的工作中,我们提出了一种基于web的多服务器多人在线角色扮演游戏(MORPG)系统的动态数据重新分配方法。该方法将数据分配作为一个组合优化问题来处理。它是通过使用禁忌搜索来解决的,禁忌搜索是一种著名的元启发式算法。我们的系统有一些Web服务器和一个额外的计算服务器。计算服务器解决算法并决定数据分配。但是,每个服务器的负载并不是完全平衡的。这意味着某些Web服务器可能有空闲的计算资源。我们的目标是有效地利用这些资源。因此,我们的系统处理一个具有空闲资源的Web服务器作为计算服务器。本文提出了一种Web服务器中计算服务器的选择方法。可以预测服务器负载,因为数据分配是根据最后的服务器负载和用户请求决定的。因此,我们的系统预测每个服务器的负载并选择一个Web服务器。这个选定的服务器充当计算服务器,并决定下一学期的数据分配。之后,计算服务器预测服务器负载并选择下一个计算服务器。我们通过测量游戏用户的延迟值和服务器负载来评估系统的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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