DocumentCode
2965819
Title
Modeling system performance in MMORPG
Author
Huang, Gao ; Ye, Meng ; Cheng, Long
Author_Institution
IBM China Res. Lab, Beijing, China
fYear
2004
fDate
29 Nov.-3 Dec. 2004
Firstpage
512
Lastpage
518
Abstract
Massive multiplayer online games are becoming popular and prosperous rapidly. Although many papers have been published on system performance for online games in recent years, most of them are focusing on network perspective in first personal shooter (FPS) or strategy games. This paper describes a method to modeling network traffic and game server performance in a standard MMORPG (massive multiplayer online role play game). Experimental results show that there exists strong linear relationship between performance metrics in server side and the concurrent player number online. Utilization of two kinds of resources, including network traffic and server, can be calculated via using the concurrent player number as a determinative variable. Player-related distribution patterns are also analyzed which form the basis for resource provisioning and load balancing.
Keywords
computer games; network servers; resource allocation; traffic; first personal shooter; game server performance in; load balancing; massive multiplayer online role play game; network traffic modeling; player-related distribution pattern; Internet; Load management; Measurement; Network servers; Pattern analysis; Round robin; System performance; Telecommunication traffic; Traffic control; Web server;
fLanguage
English
Publisher
ieee
Conference_Titel
Global Telecommunications Conference Workshops, 2004. GlobeCom Workshops 2004. IEEE
Print_ISBN
0-7803-8798-8
Type
conf
DOI
10.1109/GLOCOMW.2004.1417630
Filename
1417630
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