Building a cloud-based MOG game server
Conference proceedings article
ผู้เขียน/บรรณาธิการ
กลุ่มสาขาการวิจัยเชิงกลยุทธ์
ไม่พบข้อมูลที่เกี่ยวข้อง
รายละเอียดสำหรับงานพิมพ์
รายชื่อผู้แต่ง: Chanthaphram K., Buranapinyo W., Udomkasemsub O., Achalakul T.
ผู้เผยแพร่: Hindawi
ปีที่เผยแพร่ (ค.ศ.): 2013
หน้าแรก: 143
หน้าสุดท้าย: 148
จำนวนหน้า: 6
ISBN: 9781479908066
นอก: 0146-9428
eISSN: 1745-4557
ภาษา: English-Great Britain (EN-GB)
บทคัดย่อ
To help SMEs game service provider in supporting a large-scale of multi-players online games (MOGs), a distributed game server deployed in multiple zones has been widely used. Because of the demand of MOGs is dynamically changing over time, game system in some zones may experience the server overloads. Existing load balancing algorithm has been implemented to solve this problem by transferring the workload to under-loaded servers. However, in some cases, the service can still be interrupted due to the limitation in the total numbers of servers. To address this problem, we design and implement a connection scheduling method for an elastic game server system with a load balancing capability. A public cloud will be used for deployment in combination with a private cloud. The experimental server allows the continuity in supporting an increased number of clients. Our experimental results show that our distributed server system is able to reduce the response time of game playing experience with a high level of client satisfaction. ฉ 2013 IEEE.
คำสำคัญ
Distributed Game Server, Load Balancing Techniques, Multi-players Online Game (MOG)