• 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