Munro, James and Dickinson, Patrick (2010) Real-time load balancing in an interactive multiplayer game server. In: GAMEON 2010, November 17-19 2010, Leicester.
|Item Type:||Conference or Workshop Item (Presentation)|
game-on10_rev2.pdf - Whole Document
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|Divisions:||College of Science > School of Computer Science|
|Abstract:||In this paper we investigate optimal load balancing strategies for a scalable parallel game server architecture. Our work develops from an existing multi-threaded implementation of the QuakeWorld game server: we investigate the comparative effectiveness of different load-balancing algorithms, and determine how different metrics can be used to analyse performance. We find that achieving optimal QuakeWorld server performance is a trade-off between consistently achieving an even workload distribution whilst reducing intra-frame wait time, and that a combined set of metrics is required to fully understand how load balancing affects server performance.|
|Date Deposited:||22 Dec 2010 19:18|
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