Proceedings of the 7th International Conference on Multimedia Systems 2016
DOI: 10.1145/2910017.2910601
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Load dynamics of a multiplayer online battle arena and simulative assessment of edge server placements

Abstract: Free-to-play models, streaming of games and eSports are reasons for online gaming to grow in popularity recently. On the forefront are multiplayer online battle arenas, which gain high popularity by introducing a competitive format that is easy to access and requires cooperation and team play. These games highly rely on fast reaction of the players, which makes latency the key performance indicator of such applications. To obtain low latency, this paper proposes moving game servers close to players towards the… Show more

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Cited by 8 publications
(8 citation statements)
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References 21 publications
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“…We evaluate each approach independently, while maintaining identical secondary components such as game-solving algorithms and game logic. We focus on performance because we believe it is the most important performance metric, as also indicated in several related works [10,16,17,23,27,32,39,42].…”
Section: Discussionmentioning
confidence: 99%
“…We evaluate each approach independently, while maintaining identical secondary components such as game-solving algorithms and game logic. We focus on performance because we believe it is the most important performance metric, as also indicated in several related works [10,16,17,23,27,32,39,42].…”
Section: Discussionmentioning
confidence: 99%
“…Perhaps the most important performance indicator for an MMOG backend is the "global response delay", also known as "latency" [7,[15][16][17][18][19]. The latency, commonly measured in the order of milliseconds, is dependent on a variety of system parameters and configurations such as processor and memory capacity, network speed, distance, and so on.…”
Section: Performancementioning
confidence: 99%
“…These techniques limit the number of concurrent players to cope with the high resource demand. Despite increases in computing power in recent years, even Multiplayer Online Battle Arenas (MOBAs) [7] cannot support more than several hundred simultaneous players. In addition, hugely successful MMOGs with persistent worlds such as World of Warcraft have faced problems in managing such a high influx of players and had to break them down into more manageable units, with "each server [hosting] a community of about 20,000 players" [8].…”
Section: Introductionmentioning
confidence: 99%
“…Within the medium of online gaming, there is a strong continuing trend of Free-to-Play models, of which many different online games have millions of subscribers and hundreds of thousands of concurrent players [15,26,16]. Due to the nature of how many of these games fragment their players for individual game sessions, a popular model discussed is the concept of a hybrid peer-to-peer (P2P) network architecture.…”
Section: Existing Workmentioning
confidence: 99%