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A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space

机译:使用KD树对空间进行分区的MMOG服务器的精细粒度负载平衡技术

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MMOGs (massively multiplayer online games) are applications that require high bandwidth connections to work properly. This demand for bandwidth is specially critical on the servers that host the game. This happens because the typical number of simultaneous participants in this kind of game varies from a few hundreds to several tens of thousands, and the server is the one responsible for mediating the interaction between every pair of players connected to it. To deal with this problem, decentralized architectures with multiple servers have been proposed, where each server manages a region of the virtual environment of the game. Each player, then, connects only to the server that manages the region where he is playing. However, to distribute the load among the servers, it is necessary to devise an algorithm for partitioning the virtual environment. In order to readjust the load distribution during the game, this algorithm must be dynamic. Some work has already been made in this direction, but with a geometric algorithm, more appropriate than those found in the literature, it should be possible to reduce the distribution granularity without compromising the rebalancing time, or even reducing it. In this work, we propose the use of a kd-tree for dividing the virtual environment of the game into regions, each of which being designated to one of the servers. The split coordinates of the regions are adjusted dynamically according to the distribution of avatars in the virtual environment. We compared our algorithm to some approaches found in the literature and the simulation results show that our algorithm performed better in most aspects we analyzed.
机译:MMOG(主要是多人在线游戏)是需要高带宽连接才能正常工作的应用程序。对带宽的需求在托管游戏的服务器上特别重要。发生这种情况的原因是,此类游戏中同时参加的参与者的典型数量从几百到几万不等,并且服务器是负责协调与其连接的每对玩家之间的交互的服务器。为了解决这个问题,已经提出了具有多个服务器的分散式架构,其中每个服务器管理游戏的虚拟环境的区域。然后,每个播放器仅连接到管理他正在播放的区域的服务器。但是,为了在服务器之间分配负载,有必要设计一种用于划分虚拟环境的算法。为了在游戏过程中重新调整负载分配,此算法必须是动态的。已经朝这个方向进行了一些工作,但是采用一种比文献中发现的算法更合适的几何算法,应该有可能在不影响再平衡时间甚至不减少再平衡时间的情况下减小分布粒度。在这项工作中,我们建议使用kd树将游戏的虚拟环境划分为多个区域,每个区域都指定给其中一个服务器。根据虚拟环境中化身的分布动态调整区域的分割坐标。我们将我们的算法与文献中发现的一些方法进行了比较,仿真结果表明,我们的算法在我们分析的大多数方面都表现更好。

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