Adaptive load partitioning algorithm for massively multiplayer online games
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kim, Tae Hyung | - |
dc.date.accessioned | 2021-06-23T05:25:02Z | - |
dc.date.available | 2021-06-23T05:25:02Z | - |
dc.date.issued | 2013-00 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/30578 | - |
dc.description.abstract | Distributed Virtual Environment Systems are widely used in massively multiplayer online games. With an efficient distributed architecture and load balancing algorithm, they can support tens of thousands of players interacting with each other. An existing prevalent mechanism is to divide the virtual world into several regions and microcells and use the graph-based partitioning algorithm. But they generally limit the assignment beginning with border nodes and can't adapt to the situation when players are crowded around the center of the entire map. Furthermore, many algorithms simply focus on reducing the intra-server communication cost in a connected graph. In this paper, we propose an adaptive load balancing algorithm to solve the problem of the center-crowdedness in the DVE systems, while reducing the intra-server communication and client migration cost simultaneously. © 2013 Springer Science+Business Media. | - |
dc.format.extent | 9 | - |
dc.language | 영어 | - |
dc.language.iso | ENG | - |
dc.publisher | Springer Verlag | - |
dc.title | Adaptive load partitioning algorithm for massively multiplayer online games | - |
dc.type | Article | - |
dc.publisher.location | 독일 | - |
dc.identifier.doi | 10.1007/978-94-007-5860-5_47 | - |
dc.identifier.scopusid | 2-s2.0-84874186579 | - |
dc.identifier.bibliographicCitation | IT Convergence and Security 2012, pp 383 - 391 | - |
dc.citation.title | IT Convergence and Security 2012 | - |
dc.citation.startPage | 383 | - |
dc.citation.endPage | 391 | - |
dc.type.docType | Conference Paper | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | scopus | - |
dc.subject.keywordPlus | Adaptive load balancing | - |
dc.subject.keywordPlus | Communication cost | - |
dc.subject.keywordPlus | Connected graph | - |
dc.subject.keywordPlus | Distributed architecture | - |
dc.subject.keywordPlus | Distributed virtual environment systems | - |
dc.subject.keywordPlus | Distributed Virtual Environments | - |
dc.subject.keywordPlus | Graph partitioning algorithms | - |
dc.subject.keywordPlus | Graph-based | - |
dc.subject.keywordPlus | Load balancing algorithms | - |
dc.subject.keywordPlus | Massively multi-player online games | - |
dc.subject.keywordPlus | Micro cell | - |
dc.subject.keywordPlus | Migration costs | - |
dc.subject.keywordPlus | MMOGs | - |
dc.subject.keywordPlus | Partitioning algorithms | - |
dc.subject.keywordPlus | Virtual worlds | - |
dc.subject.keywordPlus | Algorithms | - |
dc.subject.keywordPlus | Communication | - |
dc.subject.keywordPlus | Cost reduction | - |
dc.subject.keywordPlus | Graph theory | - |
dc.subject.keywordPlus | Interactive computer graphics | - |
dc.subject.keywordPlus | Internet | - |
dc.subject.keywordPlus | Parallel architectures | - |
dc.subject.keywordPlus | Resource allocation | - |
dc.subject.keywordPlus | Virtual reality | - |
dc.subject.keywordPlus | Axial flow | - |
dc.subject.keywordAuthor | Distributed virtual environment | - |
dc.subject.keywordAuthor | Graph partitioning algorithm | - |
dc.subject.keywordAuthor | Load balancing | - |
dc.subject.keywordAuthor | MMOGs | - |
dc.identifier.url | https://link.springer.com/chapter/10.1007/978-94-007-5860-5_47 | - |
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