• 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