3 research outputs found

    Dynamic Load Balancing and Self-load Migration with Delay Queue in DVE

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    Distributed Virtual environments are gaining a lot of attention recently, due to the ever improving popularity of on the internet and social networking sites. As the variety of contingency users of a distributed virtual environment increases the critical issue is coming up, the issue describes as improving amount of work between several web servers how can be balanced to maintain real-time efficiency. The variety of load balancing methods has been suggested recently but they either try to produce high quality load balancing outcomes and become too slow or highlight on efficiency and the load balancing outcomes become less effective. In this perform, the new approach is suggested to address this issue based on the Front load balancer. The heat diffusion methods is used to develop a load balancing system after that the front load balancer will create improvements in the Dynamic load balancing of the several web servers with Delay queue. The numbers of tests are performed to evaluate the efficiency of the suggested technique. The trial outcomes show that the suggested technique works effectively in reducing server over-loading while at the same time being efficient. DOI: 10.17762/ijritcc2321-8169.15077

    Heuristics for Client Assignment and Load Balancing Problems in Online Games

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    Massively multiplayer online games (MMOGs) have been very popular over the past decade. The infrastructure necessary to support a large number of players simultaneously playing these games raises interesting problems to solve. Since the computations involved in solving those problems need to be done while the game is being played, they should not be so expensive that they cause any noticeable slowdown, as this would lead to a poor player perception of the game. Many of the problems in MMOGs are NP-Hard or NP-Complete, therefore we must develop heuristics for those problems without negatively affecting the player experience as a result of excessive computation. In this dissertation, we focus on a few of the problems encountered in MMOGs – the Client Assignment Problem (CAP) and both centralized and distributed load balancing – and develop heuristics for each. For the CAP we investigate how best to assign players to servers while meeting several conditions for satisfactory play, while in load balancing we investigate how best to distribute load among game servers subject to several criteria. In particular, we develop three heuristics - a heuristic for a variant of the CAP called Offline CAP-Z, a heuristic for centralized load balancing called BreakpointLB, and a heuristic for distributed load balancing called PLGR. We develop a simulator to simulate the operations of an MMOG and implement our heuristics to measure performance against adapted heuristics from the literature. We find that in many cases we are able to produce better results than those adapted heuristics, showing promise for implementation into production environments. Further, we believe that these ideas could also be easily adapted to the numerous other problems to solve in MMOGs, and they merit further consideration and augmentation for future research
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