DocumentCode
131534
Title
Client-server assignment in massively multiplayer online games
Author
Farlow, Shawn ; Trahan, Jerry L.
Author_Institution
Div. of Electr. & Comput. Eng., Louisiana State Univ., Baton Rouge, LA, USA
fYear
2014
fDate
28-30 July 2014
Firstpage
1
Lastpage
8
Abstract
Massively multiplayer online games (MMOGs) may use peer-to-peer, client-server, or mirrored-server environments. Since there exist multiple server options in mirrored server environments, a problem arises when deciding to which server each player should connect. We propose three distinct heuristics that assign players within Quality of Service (QoS) as each player joins and leaves, taking into consideration whether a player already in QoS can be moved to place a newly joining player in QoS without sacrificing QoS for the moved player. Our results show that for certain numbers of servers and values of QoS, our heuristics increase the total number of players in QoS over an assignment method that does not move players when others join and leave. Our heuristics bear adapting to a wider variety of environments.
Keywords
client-server systems; computer games; quality of service; MMOG; QoS; assignment method; client-server assignment; client-server environment; massively multiplayer online games; mirrored-server environment; peer-to-peer environment; quality-of-service; Computers; Delays; Educational institutions; Games; Load modeling; Quality of service; Servers; client-server assignment; massively multiplayer online games; mirrored server;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), 2014
Conference_Location
Louisville, KY
Print_ISBN
978-1-4799-5853-5
Type
conf
DOI
10.1109/CGames.2014.6934147
Filename
6934147
Link To Document