DocumentCode
304
Title
Resource Allocation in a Client/Server System for Massive Multi-Player Online Games
Author
Briceno, Luis Diego ; Siegel, Howard Jay ; Maciejewski, Anthony A. ; Ye Hong ; Lock, Brad ; Panaccione, Charles ; Wedyan, Fadi ; Teli, Mohammad Nayeem ; Chen Zhang
Author_Institution
Dept. of Electr. & Comput. Eng., Colorado State Univ., Fort Collins, CO, USA
Volume
63
Issue
12
fYear
2014
fDate
Dec. 2014
Firstpage
3127
Lastpage
3142
Abstract
The creation of a Massive Multi-Player On-line Game (MMOG) has significant costs, such as maintenance of server rooms, server administration, and customer service. The capacity of servers in a client/server MMOG is hard to scale and cannot adjust quickly to peaks in demand while maintaining the required response time. To handle these peaks in demand, we propose to employ users´ computers as secondary servers. The introduction of users´ computers as secondary servers allows the performance of the MMOG to support an increase in users. Here, we consider two cases: first, for the minimization of the response times from the server, we develop and implement five static heuristics to implement a secondary server scheme that reduces the time taken to compute the state of the MMOG. Second, for our study on fairness, the goal of the heuristics is to provide a “fair” environment for all the users (in terms of similar response times), and to be “robust” against the uncertainty of the number of new players that may join a given system configuration. The number of heterogeneous secondary servers, conversion of a player to a secondary server, and assignment of players to secondary servers are determined by the heuristics implemented in this study.
Keywords
client-server systems; computer games; resource allocation; client-server MMOG; client-server system; customer service; heterogeneous secondary servers; massive multiplayer online games; resource allocation; response times; secondary server scheme; server administration; server rooms; Computational modeling; Computer architecture; Games; Resource management; Servers; Time factors; Heterogeneous computing; massive multiplayer online games; resource allocation;
fLanguage
English
Journal_Title
Computers, IEEE Transactions on
Publisher
ieee
ISSN
0018-9340
Type
jour
DOI
10.1109/TC.2013.178
Filename
6589578
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