DocumentCode
3418729
Title
A Model for Massively Multiplayer Role-Playing Games System Performance
Author
Wu, Jiyi ; Gong, Xiangguo ; Zheng, Jiwen
Author_Institution
Distance Open Lab., Zhejiang Univ. of Radio & Telev., Hangzhou
fYear
2006
fDate
Nov. 2006
Firstpage
252
Lastpage
255
Abstract
Massively multiplayer role-playing games (MMORPGs) , are among the most popular types of online game. After the introduction of a typical multitiered client/server architecture for MMORPGs, a method for modeling MMORPG system performance is presented. Then experimental and analytical results for a zoned MMORPG and a seamless MMORPG are proposed. The performance model presented here can be used for automated IT resource allocation at runtime and is thus useful in the context of utility computing and on demand systems
Keywords
client-server systems; computer games; massively multiplayer role-playing game system performance; multitiered client/server architecture; online game; resource allocation; utility computing; Collaboration; Communication system traffic control; File servers; Heart beat; Runtime; Switches; System performance; TV; Telecommunication traffic; Traffic control;
fLanguage
English
Publisher
ieee
Conference_Titel
Artificial Reality and Telexistence--Workshops, 2006. ICAT '06. 16th International Conference on
Conference_Location
Hangzhou
Print_ISBN
0-7695-2754-X
Type
conf
DOI
10.1109/ICAT.2006.13
Filename
4089251
Link To Document