Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games 2005
DOI: 10.1145/1103599.1103611
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Dynamic microcell assignment for massively multiplayer online gaming

Abstract: With the number of players of massively multiplayer online games (MMOG) going beyond the millions, there is a need for an efficient way to manage these huge digital worlds. These virtual environments are dynamic and sudden increases in player density in a part of the world have an impact on the load of the server responsible for that section of the virtual world. In this paper we propose the division of the world into several interacting microcells that can be dynamically assigned to a set of servers. We outli… Show more

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Cited by 58 publications
(42 citation statements)
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“…However, in MMORPGs the same virtual world may be shared by thousands of clients, and this is translated into a significant asymmetry between the two traffic directions, which is stressed if a high number of players are fighting in the same place of the virtual world. In order to make this problem affordable, an "area of interest" is usually defined for each virtual character, meaning that only the events happening in that area are transmitted to the client [33]. The increase of the server-to-client traffic, as a function of the number of players in an MMORPG server, was measured in [29].…”
Section: Traffic Models For Online Gamesmentioning
confidence: 99%
“…However, in MMORPGs the same virtual world may be shared by thousands of clients, and this is translated into a significant asymmetry between the two traffic directions, which is stressed if a high number of players are fighting in the same place of the virtual world. In order to make this problem affordable, an "area of interest" is usually defined for each virtual character, meaning that only the events happening in that area are transmitted to the client [33]. The increase of the server-to-client traffic, as a function of the number of players in an MMORPG server, was measured in [29].…”
Section: Traffic Models For Online Gamesmentioning
confidence: 99%
“…However, players change cell less often, and this avoids some dynamic reassignments during the game. The option of small size cells (microcells) facilitates the initial load balancing distribution but causes greater number of cell movements by players during the game, which implies more dynamic redistribution operations and thus more overhead in the run time [12,17].…”
Section: Related Workmentioning
confidence: 99%
“…Bart De Vleeshauwer et al provided the dynamic microcell assignment [7], [8]. They divide the virtual world to the small cells called the microcell.…”
Section: Literature Surveymentioning
confidence: 99%