2009
DOI: 10.1007/s11042-009-0287-7
|View full text |Cite
|
Sign up to set email alerts
|

The partial migration of game state and dynamic server selection to reduce latency

Abstract: Massively multi-player online games (MMOGs) have stringent latency requirements and must support large numbers of concurrent players. To handle these conflicting requirements, it is common to divide the virtual environment into virtual regions. As MMOGs are world-spanning games, it is plausible to disperse these regions on geographically distributed servers. Core selection can then be applied to locate an optimal server for placing a region, based on player latencies. Functionality for migrating objects suppor… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0

Year Published

2011
2011
2016
2016

Publication Types

Select...
4
2
1

Relationship

1
6

Authors

Journals

citations
Cited by 12 publications
(6 citation statements)
references
References 40 publications
0
5
0
Order By: Relevance
“…Network proxies may also perform operations and services on behalf of an origin server for other applications. In interactive multi-user applications, collaborative applications or networked virtual environments, well-chosen placement of proxies can reduce the average latency, by migrating application state to a dynamically selected server depending on location and time of the day [32].…”
Section: ) Network Proxies and Cachesmentioning
confidence: 99%
“…Network proxies may also perform operations and services on behalf of an origin server for other applications. In interactive multi-user applications, collaborative applications or networked virtual environments, well-chosen placement of proxies can reduce the average latency, by migrating application state to a dynamically selected server depending on location and time of the day [32].…”
Section: ) Network Proxies and Cachesmentioning
confidence: 99%
“…The latter mainly accounts for the possibility that many players may choose a well-connected server, which may lead to the saturation of the server capacity. Considering the worldspanning MOBAs, Beskow, et al [3] used core selection to find an optimal node in the system for placing a virtual region, and correspondingly the players interacting in that region. Conversely, Jalaparti [12] considered FPS games and proposed a platform for Seamless Migration of Online Games (SMOG), which determines not just where, but also when, to move game servers.…”
Section: Existing Literature On Online Gaming and Related Fieldsmentioning
confidence: 99%
“…As an alternative environment, the game world can be partitioned into areas called regions [3] [6] [9] [14] [15] [16], with each server handling one or more regions rather than the entire game world. These regions can be static or may change dynamically to accommodate a changing load as players move around the game world.…”
Section: Problem Backgroundmentioning
confidence: 99%