Client-server assignment in massively multiplayer online games
Document Type
Conference Proceeding
Publication Date
10-22-2014
Abstract
Massively multiplayer online games (MMOGs) may use peer-to-peer, client-server, or mirrored-server environments. Since there exist multiple server options in mirrored server environments, a problem arises when deciding to which server each player should connect. We propose three distinct heuristics that assign players within Quality of Service (QoS) as each player joins and leaves, taking into consideration whether a player already in QoS can be moved to place a newly joining player in QoS without sacrificing QoS for the moved player. Our results show that for certain numbers of servers and values of QoS, our heuristics increase the total number of players in QoS over an assignment method that does not move players when others join and leave. Our heuristics bear adapting to a wider variety of environments.
Publication Source (Journal or Book title)
Proceedings of CGAMES 2014 USA - 19th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games
First Page
74
Last Page
81
Recommended Citation
Farlow, S., & Trahan, J. (2014). Client-server assignment in massively multiplayer online games. Proceedings of CGAMES 2014 USA - 19th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, 74-81. https://doi.org/10.1109/CGames.2014.6934147