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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Item Type: | Conference or Workshop contribution (Presentation) |
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Item Status: | Live Archive |
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.
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. |
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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 On: | 22 Dec 2010 19:18 |
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