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dc.contributor.authorWebb, Steven
dc.contributor.authorSoh, Sieteng
dc.date.accessioned2017-01-30T15:11:18Z
dc.date.available2017-01-30T15:11:18Z
dc.date.created2008-11-12T23:36:24Z
dc.date.issued2008
dc.identifier.citationWebb, Steven Daniel and Soh, Sieteng. 2008. : Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games, in Rajaie, Reza and Zimmermann, Roger (ed), Fifteenth Annual Multimedia Computing and Networking, 30-31 January 2008, pp. 68180I-1. San Jose, California, USA: SPIE and IS&T.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/43965
dc.identifier.doi10.1117/12.775145
dc.description.abstract

The Mirrored Server (MS) architecture for network games uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck and to reduce the client-to-server delay time. Response time in MS can be reduced by optimally assigning clients to their mirrors. The goal of optimal client-to-mirror-assignment (CMA) is to achieve the minimum average client-to-mirror delay considering player joins (CMA-J) and leaves (CMA-L), and mirrors with limited capacity. The existing heuristic solution considers only CMA-J, and thus the average delay of the remaining players may increase when one or more players leave. Furthermore, the solution ignores mirror capacity, which may overload mirrors. In this paper we present a resource usage model for the MS architecture, and formally state the CMA problem. For both CMA-J and CMA-L we propose a polynomial time optimal solution and a faster heuristic algorithm that obtains near optimal CMA. Our simulations on randomly generated MS topologies show that our algorithms significantly reduce the average delay of the existing solution. We also compare the merits of the solutions in terms of their optimality and running time efficiency.

dc.publisherSPIE and IS&T
dc.subjectnetwork game
dc.subjectmirrored servers
dc.subjectgame delay
dc.subjectMMOG
dc.subjectdistributed servers
dc.subjectClient/server
dc.subjectpeer-to-peer
dc.titleAdaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
dc.typeConference Paper
dcterms.source.startPage68180I
dcterms.source.endPage1
dcterms.source.conferenceFifteenth Annual Multimedia Computing and Networking
dcterms.source.conference-start-date30-31 January 2008
dcterms.source.conferencelocationSan Jose, California, USA
curtin.departmentComputing
curtin.identifierEPR-2873
curtin.accessStatusOpen access
curtin.facultyFaculty of Engineering and Computing
curtin.facultyDivision of Engineering, Science and Computing
curtin.facultyDepartment of Computing


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