AuthorsP. Beskow, K. Vik, P. Halvorsen and C. Griwodz
EditorsM. Claypool
TitleLatency Reduction by Dynamic Core Selection and Partial Migration of Game State
AfilliationCommunication Systems, Communication Systems
StatusPublished
Publication TypeProceedings, refereed
Year of Publication2008
Conference NameProceedings of Workshop on Network and Systems Support for Games (NetGames)
Pagination79-84
Date PublishedOctober
PublisherACM
ISBN Number978-1-60558-132-3
Abstract

Massively multi-player online games (MMOGs) require low latency while supporting a large number of concurrent players, often sharing one worldwide instance of the game. As these are conflicting requirements, a common way of distributing load is by dividing the virtual environment into virtual regions. As MMOGs are world-spanning games, it is plausible to disperse these regions on geographically distributed servers. As such, we propose the use of core selection for finding an optimal server for placing a region, and support for migrating the game state to that server. The first goal relies on a set of servers and measurement of the interacting players latencies. In locating an optimal server, we anticipate a decrease in the overall latency for the majority of players. This reduction occurs by migrating the region to a server closer in proximity to the majority of players in that virtual region, thereby lowering the response time of any interaction.

Citation KeySimula.ND.225