This file was created by the TYPO3 extension bib --- Timezone: CEST Creation date: 2024-05-07 Creation time: 10-42-08 --- Number of references 5 conference 200803riechemmvecluster Clustering Players for Load Balancing in Virtual Worlds 2008 3 18 9-13 Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special ingame events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas. RWTH Aachen University - Distributed Systems Group http://www.pap.vs.uni-due.de/MMVE08/papers/proceedings.pdf http://www.pap.vs.uni-due.de/MMVE08/ Online Gregor Schiele, Daniel Weiskopf, Ben Leong, Shun-Yun Hu Proceedings of 1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008) Reno, Nevada, USA 1st International Workshop on Massively Multiuser Virtual Environments at IEEE Virtual Reality 2008 (MMVE 2008) March 8th, 2008 en 1 SimonRieche KlausWehrle MarcFouquet HeikoNiedermayer TimoTeifel GeorgCarle article 200812riecheIJAMCcluster Clustering Players for Load Balancing in Virtual Worlds International Journal of Advanced Media and Communication (IJAMC) 2008 2 4 351-363 In current Massively Multiplayer Online Games (MMOGs) the distribution of load is not distributed dynamically. But players tend to concentrate in certain regions of the game world and cause overload conditions. Therefore we propose the use of structured Peer-to-Peer technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas but often split a group of players to different servers. This work presents a cluster-based P2P approach, which is able to dynamically adapt to the current state of the game and handle uneven distributions of players.Weshow through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based system. RWTH Aachen University - Distributed Systems Group http://www.inderscience.com/browse/index.php?journalID=67 print en 1462-4613 1 SimonRieche KlausWehrle MarcFouquet HeikoNiedermayer TimoTeifel GeorgCarle conference 200701riecheccncmmog Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games 2007 1 11 763-767 Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive betatesting suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world. RWTH Aachen University - Distributed Systems Group http://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4199088&arnumber=4199243&count=254&index=154 http://www.ieee-ccnc.org/2007/ Print IEEE Press Proceedings of 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007) IEEE Las Vegas, Nevada, USA 4th Annual IEEE Consumer Communications and Networking Conference (CCNC 2007) 11-13 January 2007 en 1-4244-0667-6 10.1109/CCNC.2007.155 1 SimonRieche KlausWehrle MarcFouquet HeikoNiedermayer LeoPetrak GeorgCarle techreport 200608riechetrmmog Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games 2006 8 WSI-2006-04 Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive beta-testing suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world. RWTH Aachen University - Distributed Systems Group http://www.rieche.net/pdf/wsi-2006-04.pdf Online
Tübingen, Germany
Wilhelm-Schickard-Institute for Computer Science, University of Tübingen Technical Report en SimonRieche MarcFouquet HeikoNiedermayer LeoPetrak KlausWehrle GeorgCarle
inproceedings 200507riecheipgames On the Use of Structured Peer-to-Peer Systems for Online Gaming 2005 3 Massively multiplayer games are becoming increasingly popular today. However, even high-budget titles suffer from downtimes because of hard- and software problems. Our approach is to use structured Peer-to-Peer technology for the server infrastructure of massively multiplayer online games, which improves reliability and scalability of these applications. 5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung" Würzburg, Germany 5. Würzburger "Workshop IP Netzmanagement, IP Netzplanung und Optimierung" March 2005 SimonRieche MarcFouquet HeikoNiedermayer KlausWehrle GeorgCarle