A load balancing scheme for massively multiplayer online games

CEB Bezerra, CFR Geyer - Multimedia Tools and Applications, 2009 - Springer
In a distributed MMOG (massively multiplayer online game) server architecture, the server
nodes may become easily overloaded by the high demand from the players for state …

Cost-efficient hosting and load balancing of massively multiplayer online games

V Nae, R Prodan, T Fahringer - 2010 11th IEEE/ACM …, 2010 - ieeexplore.ieee.org
Massively Multiplayer Online Games (MMOG) are a class of computationally-intensive client-
server applications with severe real-time Quality of Service (QoS) requirements, such as the …

Towards a more reliable and scalable architecture for smart home environments

V Plantevin, A Bouzouane, B Bouchard… - Journal of Ambient …, 2019 - Springer
Abstract The Internet of things (IoT) has profoundly changed the way we imagine information
science and architectures and smart homes are an important part of this domain. Created a …

Towards supporting millions of users in modifiable virtual environments by redesigning {Minecraft-Like} games as serverless systems

J Donkervliet, A Trivedi, A Iosup - 12th USENIX Workshop on Hot Topics …, 2020 - usenix.org
How can Minecraft-like games become scalable cloud services? Hundreds of Minecraft-like
games, that is, games acting as modifiable virtual environments (MVEs), are currently played …

Voronoi state management for peer-to-peer massively multiplayer online games

SY Hu, SC Chang, JR Jiang - 2008 5th IEEE Consumer …, 2008 - ieeexplore.ieee.org
State management is a basic requirement for multiuser virtual environments (VEs) such as
massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server …

A survey of state persistency in peer-to-peer massively multiplayer online games

JS Gilmore, HA Engelbrecht - IEEE Transactions on Parallel …, 2011 - ieeexplore.ieee.org
Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively
Multiplayer Online Games (MMOGs). A number of architectures have been presented in the …

Silhouette extraction based on iterative spatio-temporal local color transformation and graph-cut segmentation

Y Makihara, Y Yagi - 2008 19th International Conference on …, 2008 - ieeexplore.ieee.org
We propose an iterative scheme of spatio-temporal local color transformation of background
and graph-cut segmentation for silhouette extraction. Given an initial background …

System and method for determining affinity groups and co-locating the affinity groups in a distributing network

JA Loizeaux, JH Waldo, KB Thompson - US Patent 8,380,843, 2013 - Google Patents
In at least one embodiment, an apparatus for determining one or more affinity groups in a
distributed network is provided. A first distributed computing device is operably coupled to a …

A microcell oriented load balancing model for collaborative virtual environments

DT Ahmed, S Shirmohammadi - 2008 IEEE Conference on …, 2008 - ieeexplore.ieee.org
In this paper, we present a microcell oriented load balancing mechanism in the context of a
hybrid MMOG (massively multiplayer online game) architecture. The objective of the …

A dynamic area of interest management and collaboration model for p2p mmogs

DT Ahmed, S Shirmohammadi - 2008 12th IEEE/ACM …, 2008 - ieeexplore.ieee.org
In this paper, we present a dynamic area of interest management for massively multiplayer
online games (MMOG). Instead of map** the virtual space to the area of interest (AOI), we …