Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games

The Mirrored Server (MS) architecture for network games uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck and to reduce the client-to-server delay time. Response time in MS can be reduced by optimally assigning clients to their mirrors. The goal of optima...

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Main Authors: Webb, Steven, Soh, Sieteng
Format: Conference Paper
Published: SPIE and IS&T 2008
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/43965
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author Webb, Steven
Soh, Sieteng
author_facet Webb, Steven
Soh, Sieteng
author_sort Webb, Steven
building Curtin Institutional Repository
collection Online Access
description The Mirrored Server (MS) architecture for network games uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck and to reduce the client-to-server delay time. Response time in MS can be reduced by optimally assigning clients to their mirrors. The goal of optimal client-to-mirror-assignment (CMA) is to achieve the minimum average client-to-mirror delay considering player joins (CMA-J) and leaves (CMA-L), and mirrors with limited capacity. The existing heuristic solution considers only CMA-J, and thus the average delay of the remaining players may increase when one or more players leave. Furthermore, the solution ignores mirror capacity, which may overload mirrors. In this paper we present a resource usage model for the MS architecture, and formally state the CMA problem. For both CMA-J and CMA-L we propose a polynomial time optimal solution and a faster heuristic algorithm that obtains near optimal CMA. Our simulations on randomly generated MS topologies show that our algorithms significantly reduce the average delay of the existing solution. We also compare the merits of the solutions in terms of their optimality and running time efficiency.
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spelling curtin-20.500.11937-439652017-09-13T16:00:27Z Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games Webb, Steven Soh, Sieteng network game mirrored servers game delay MMOG distributed servers Client/server peer-to-peer The Mirrored Server (MS) architecture for network games uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck and to reduce the client-to-server delay time. Response time in MS can be reduced by optimally assigning clients to their mirrors. The goal of optimal client-to-mirror-assignment (CMA) is to achieve the minimum average client-to-mirror delay considering player joins (CMA-J) and leaves (CMA-L), and mirrors with limited capacity. The existing heuristic solution considers only CMA-J, and thus the average delay of the remaining players may increase when one or more players leave. Furthermore, the solution ignores mirror capacity, which may overload mirrors. In this paper we present a resource usage model for the MS architecture, and formally state the CMA problem. For both CMA-J and CMA-L we propose a polynomial time optimal solution and a faster heuristic algorithm that obtains near optimal CMA. Our simulations on randomly generated MS topologies show that our algorithms significantly reduce the average delay of the existing solution. We also compare the merits of the solutions in terms of their optimality and running time efficiency. 2008 Conference Paper http://hdl.handle.net/20.500.11937/43965 10.1117/12.775145 SPIE and IS&T fulltext
spellingShingle network game
mirrored servers
game delay
MMOG
distributed servers
Client/server
peer-to-peer
Webb, Steven
Soh, Sieteng
Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
title Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
title_full Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
title_fullStr Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
title_full_unstemmed Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
title_short Adaptive Client to Mirrored-Server Assignment for Massively Multiplayer Online Games
title_sort adaptive client to mirrored-server assignment for massively multiplayer online games
topic network game
mirrored servers
game delay
MMOG
distributed servers
Client/server
peer-to-peer
url http://hdl.handle.net/20.500.11937/43965