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Optimizing the Loads of Multi-Player Online Game Servers Using Markov Chains

机译:使用马尔可夫链优化多人在线游戏服务器的负载

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Multiplayer online games are on the rise with millions of registered player and hundreds of thousands concurrent players. Current state of the art servers achieve scalability by splitting the game world into linked mini worlds that can be hosted on separate servers. One of the problems is that, players are flocking to one area, resulting in an overloaded server with decreasing Quality of Service(QoS) for the players. A number of approaches were developed to address these issues, by balancing loads between the over-loaded and under-loaded servers. This paper investigates a new dimension that is created due to the load balancing of servers. Load balancing among servers is sensitive to correct status information. The Markov based load prediction was introduced in this paper to predict load of under-loaded servers, based on arrival μ and departure λ rates of players. The prediction based algorithm is proposed to minimize the effect of out dated status information. This approach was compared with normal load status information exchange algorithm. The model presented in this paper does not deal directly with optimizing the load balancing of the server but rather tries to present a new insight that need to be considered when developing load balancing algorithm, that is the reliability of the information that is shared. Simulation results show that Markov based prediction of load information performed better from the normal load status information sharing.
机译:多人游戏在线游戏正在上升,数百万人注册球员和数百名并发球员。最新的现有状态通过将游戏世界分成链接的迷你世界来实现可扩展性,这些迷你世界可以托管在单独的服务器上。其中一个问题是,玩家植入一个区域,导致了一个超载的服务器,随着玩家的服务质量(QoS)降低。开发了许多方法来解决这些问题,通过平衡过加载的和加载的服务器之间的负载来解决这些问题。本文调查了由于服务器负载平衡而创建的新维度。服务器之间的负载平衡对正确的状态信息很敏感。本文介绍了基于马尔可夫的负载预测,以预测欠加载服务器的负载,基于到达μ和偏离球员的偏离λ速率。提出了基于预测的算法,以最小化OUT日期状态信息的效果。将这种方法与正常载荷状态信息交换算法进行了比较。本文呈现的模型不直接处理服务器的负载平衡,而是尝试呈现在开发负载平衡算法时需要考虑的新洞察,这是共享信息的可靠性。仿真结果表明,从正常负载状态信息共享的基于Markov的负载信息预测更好。

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