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Avatar Density Based Client Assignment

机译:基于头像密度的客户分配

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摘要

Scaling the number of supported users for Massive Multi-User Games (MMOGs) allows more users to experience its content together. Supporting this capability needs consider the chain of all components that constitute the system between the client software of any two users. A large body of research has been created over the last decades on the problem of dividing the resultant workload of a MMOG to specific nodes in a cluster of server. Connecting clients to the most appropriate server of this cluster is as important. Clients will place widely varying, dynamically changing requirements on processing, storage and network bandwidth resource on the MMOG. We propose a novel mechanism of assigning clients to servers in a MMOG as part of an load balancing effort. It allows the optimization of resource utilization while being able to handle overload situations in the face of high avatar density and adapt to change over time.
机译:扩展大规模多用户游戏(MMOG)支持的用户数量,使更多用户可以一起体验其内容。为支持此功能,需要考虑任何两个用户的客户端软件之间构成系统的所有组件的链。在过去的几十年中,就将MMOG的最终工作负载分配给服务器群集中的特定节点的问题,已经进行了大量研究。将客户端连接到该群集中最合适的服务器同样重要。客户将对MMOG上的处理,存储和网络带宽资源提出千差万别,动态变化的要求。我们提出了一种新颖的机制,将客户端分配给MMOG中的服务器,作为负载平衡工作的一部分。它允许优化资源利用,同时能够应对面对高化身密度的超载情况并适应随时间变化的情况。

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