Real-time load balancing in an interactive multiplayer game server

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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