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 Science > School of Computer Science
ID Code:3787
Deposited By: Patrick Dickinson
Deposited On:22 Dec 2010 19:18
Last Modified:13 Mar 2013 08:52

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