Dynamic load management for MMOGs in distributed environments

Herbert Jordan, Radu Prodan, Vlad Nae, Thomas Fahringer · 2010

To support thousands of concurrent players in virtual worlds simulated by contemporary Massively Multiplayer Online Games, most implementations employ static game world partitioning for distributing the load among multiple game server instances. Further, the resources that manage the resulting subregions are statically allocated, independent of the actual game load. As a result, due to the high variability of the user demand, this approach leads to a low resource utilization causing much higher provisioning costs than necessary. In addition, the number of players supported by a region is limited by the maximum load that can be handled by a single server instance.

Read the paper · More papers on PaperTik