Real-time load balancing of an interactive multiplayer game server

Munro, J. and Dickinson, P. (2010) Real-time load balancing of an interactive multiplayer game server. In: GAME-ON, 17 - 19 November 2010, Leicester; UK.

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Item Type:Conference or Workshop contribution (Paper)
Item Status:Live Archive


We investigate optimal load balancing strategies for a scal-able parallel game server architecture. Our work develops from an existing multi-threaded implementation of the Quake World game server: we investigate the comparative efficiency of different load-balancing algorithms, and determine how different metrics can be used to analyse performance.We find that achieving optimal performance is a trade-off between achieving an even workload distribution whilst minimising intra-frame wait time, and that a combined set of metrics is required to understand how load balancing affects performance. © 2010 EUROSIS-ETI.

Additional Information:Conference Code:96693
Keywords:Comparative efficiencies, Concurrent programming, Game architecture, Game server architecture, Load-balancing algorithm, Multi-threaded implementation, Multiplayer game servers, Multiplayer games, Computer programming, Internet, Optimization, Parallel architectures, Scalability, Network management
Subjects:G Mathematical and Computer Sciences > G400 Computer Science
Divisions:College of Science > School of Computer Science
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ID Code:10049
Deposited On:13 Feb 2014 11:43

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