2002
DOI: 10.1109/71.993202
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An efficient partitioning algorithm for distributed virtual environment systems

Abstract: AbstractÐDistributed virtual environment (DVE) systems model and simulate the activities of thousands of entities interacting in a virtual world over a wide area network. Possible applications for DVE systems are multiplayer video games, military and industrial trainings, and collaborative engineering. In general, a DVE system is composed of many servers and each server is responsible to manage multiple clients who want to participate in the virtual world. Each server receives updates from different clients (s… Show more

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Cited by 177 publications
(122 citation statements)
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“…Different computer architectures have been proposed in order to efficiently support DVEs: centralized-server architectures [36,25], networked-server architectures [17,23] and peer-to-peer architectures [20,18]. Figure 1 shows an example of a centralized-server architecture.…”
Section: Computer Architectures For Dvesmentioning
confidence: 99%
“…Different computer architectures have been proposed in order to efficiently support DVEs: centralized-server architectures [36,25], networked-server architectures [17,23] and peer-to-peer architectures [20,18]. Figure 1 shows an example of a centralized-server architecture.…”
Section: Computer Architectures For Dvesmentioning
confidence: 99%
“…In [16], inter-server communication cost is addressed as part of a design of partitioning scheme for distributed server system. However, the heuristic developed is subject only to a small number of servers (e.g.…”
Section: Related Workmentioning
confidence: 99%
“…Distributed server architecture is usually considered as an alternative to central server model in addressing the scalability and performance bottleneck of the latter. In [14] and [16], heuristics are developed for distributed server system to improve performance. The main focus of those heuristics is to assign players to servers so that the communication cost between the players and the servers (e.g., latency) is low, whereas our focus is to assign zones to servers so that the communication costs between servers is low.…”
Section: Related Workmentioning
confidence: 99%
“…,DIVE [2] 等采用的就是分布式结构,优点是低延时,避免了中心节点的瓶颈;但占用了大 量带宽,安全性差,并且当规模变大时,整个系统的一致性难以得到保证.集中式结构存在中心服务器,每个节点 将网络消息发送给服务器进行计算处理并且转发,由客户端进行响应,MASSIVE-3 [3] 及著名的网络游戏反恐精 英(Counter-Strike) [4] 、雷神之锤(Quake) 在服务器之间以高速网络连接.BrickNet [6] ,RING [7] ,NetEffect [8] ,CittaTron [9] ,CyberWalk [10] ,ATLAS [11] 等分布式虚 拟环境系统都采用了这种结构.一些流行的多人在线网络游戏,如 Ultima Online [12] ,Asheron's Call [13] 全局负载平衡算法在调整负载时,过载服务器转移负载的目标是系统内所有的服务器,达到各服务器的负 载平衡 [9,14] .通过获取全局的服务器的负载信息,当一个服务器负载过重时,选择整个系统中负载最轻的服务器 进行负载调整,达到整个系统的负载平衡 [15] . …”
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