Munro, James and Dickinson, Patrick (2010) Real-time load balancing in an interactive multiplayer game server. In: GAMEON 2010, November 17-19 2010, Leicester.
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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.
| Item Type: | Conference or Workshop Item (Presentation) |
|---|---|
| Additional Information: | 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. |
| Keywords: | Computer games, Parallel Computation |
| Subjects: | G Mathematical and Computer Sciences > G400 Computer Science |
| Divisions: | College of Sciences > Faculty of Science > Lincoln School of Computer Science |
| Depositing User: | Patrick Dickinson |
| Date Deposited: | 22 Dec 2010 19:18 |
| Last Modified: | 13 Mar 2013 08:52 |
| URI: | http://eprints.lincoln.ac.uk/id/eprint/3787 |
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