DocumentCode :
3418729
Title :
A Model for Massively Multiplayer Role-Playing Games System Performance
Author :
Wu, Jiyi ; Gong, Xiangguo ; Zheng, Jiwen
Author_Institution :
Distance Open Lab., Zhejiang Univ. of Radio & Telev., Hangzhou
fYear :
2006
fDate :
Nov. 2006
Firstpage :
252
Lastpage :
255
Abstract :
Massively multiplayer role-playing games (MMORPGs) , are among the most popular types of online game. After the introduction of a typical multitiered client/server architecture for MMORPGs, a method for modeling MMORPG system performance is presented. Then experimental and analytical results for a zoned MMORPG and a seamless MMORPG are proposed. The performance model presented here can be used for automated IT resource allocation at runtime and is thus useful in the context of utility computing and on demand systems
Keywords :
client-server systems; computer games; massively multiplayer role-playing game system performance; multitiered client/server architecture; online game; resource allocation; utility computing; Collaboration; Communication system traffic control; File servers; Heart beat; Runtime; Switches; System performance; TV; Telecommunication traffic; Traffic control;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Artificial Reality and Telexistence--Workshops, 2006. ICAT '06. 16th International Conference on
Conference_Location :
Hangzhou
Print_ISBN :
0-7695-2754-X
Type :
conf
DOI :
10.1109/ICAT.2006.13
Filename :
4089251
Link To Document :
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