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Real-time load balancing in an interactive multiplayer game server

By James Munro and Patrick Dickinson

Abstract

In this paper we investigate optimal load balancing\ud strategies for a scalable parallel game server architecture.\ud Our work develops from an existing multi-threaded implementation\ud of the QuakeWorld game server: we investigate\ud the comparative effectiveness of different load-balancing\ud algorithms, and determine how different metrics can be\ud used to analyse performance. We find that achieving optimal\ud QuakeWorld server performance is a trade-off between\ud consistently achieving an even workload distribution whilst\ud reducing intra-frame wait time, and that a combined set of\ud metrics is required to fully understand how load balancing\ud affects server performance

Topics: G400 Computer Science
Publisher: Eurosis
Year: 2010
OAI identifier: oai:eprints.lincoln.ac.uk:3787

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