基于分层兴趣区域管理的点对点MMORPG系统负载均衡

S. Fujita
{"title":"基于分层兴趣区域管理的点对点MMORPG系统负载均衡","authors":"S. Fujita","doi":"10.2991/ijndc.2015.3.3.5","DOIUrl":null,"url":null,"abstract":"This paper studies the load balancing problem in distributed systems designed for massively multiplayer online role-playing games (MMORPGs). More concretely, we consider a distributed system of masterworker type in which each worker is associated with a particular region in the game field, and propose a scheme to balance the load of workers as much as possible. The basic idea of the proposed scheme is to dynamically adjust the number of workers associated with each region according to the number of players in the region. The performance of the scheme is evaluated by simulation. The simulation results indicate that it reduces the response time of a previous scheme proposed by Yu et al. by about 50%, which varies depending on the mobility pattern of the players.","PeriodicalId":318936,"journal":{"name":"Int. J. Networked Distributed Comput.","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Load Balancing of Peer-to-Peer MMORPG Systems with Hierarchical Area-of-Interest Management\",\"authors\":\"S. Fujita\",\"doi\":\"10.2991/ijndc.2015.3.3.5\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper studies the load balancing problem in distributed systems designed for massively multiplayer online role-playing games (MMORPGs). More concretely, we consider a distributed system of masterworker type in which each worker is associated with a particular region in the game field, and propose a scheme to balance the load of workers as much as possible. The basic idea of the proposed scheme is to dynamically adjust the number of workers associated with each region according to the number of players in the region. The performance of the scheme is evaluated by simulation. The simulation results indicate that it reduces the response time of a previous scheme proposed by Yu et al. by about 50%, which varies depending on the mobility pattern of the players.\",\"PeriodicalId\":318936,\"journal\":{\"name\":\"Int. J. Networked Distributed Comput.\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Int. J. Networked Distributed Comput.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2991/ijndc.2015.3.3.5\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Networked Distributed Comput.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2991/ijndc.2015.3.3.5","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

本文研究了大型多人在线角色扮演游戏(mmorpg)分布式系统中的负载平衡问题。更具体地说,我们考虑了一个主工类型的分布式系统,其中每个工人与游戏场中的特定区域相关联,并提出了一个尽可能平衡工人负载的方案。该方案的基本思想是根据区域内玩家的数量动态调整与每个区域相关联的工人数量。通过仿真验证了该方案的性能。仿真结果表明,与Yu等人先前提出的方案相比,该方案的响应时间缩短了约50%,响应时间随参与者的移动模式而变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Load Balancing of Peer-to-Peer MMORPG Systems with Hierarchical Area-of-Interest Management
This paper studies the load balancing problem in distributed systems designed for massively multiplayer online role-playing games (MMORPGs). More concretely, we consider a distributed system of masterworker type in which each worker is associated with a particular region in the game field, and propose a scheme to balance the load of workers as much as possible. The basic idea of the proposed scheme is to dynamically adjust the number of workers associated with each region according to the number of players in the region. The performance of the scheme is evaluated by simulation. The simulation results indicate that it reduces the response time of a previous scheme proposed by Yu et al. by about 50%, which varies depending on the mobility pattern of the players.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Adaptive Parameter Tuning for Constructing Storage Tiers in an Autonomous Distributed Storage System Application of 2‑gram and 3‑gram to Obtain Factor Scores of Statements Posted at Q&A Sites Bountychain: Toward Decentralizing a Bug Bounty Program with Blockchain and IPFS Secure Communications by Tit-for-Tat Strategy in Vehicular Networks Vehicle Platooning Systems: Review, Classification and Validation Strategies
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1