Building a cloud-based MOG game server

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Author listChanthaphram K., Buranapinyo W., Udomkasemsub O., Achalakul T.

PublisherHindawi

Publication year2013

Start page143

End page148

Number of pages6

ISBN9781479908066

ISSN0146-9428

eISSN1745-4557

URLhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84883322660&doi=10.1109%2fJCSSE.2013.6567335&partnerID=40&md5=d3feec47d370ad8de1963d7ca3e6dfc6

LanguagesEnglish-Great Britain (EN-GB)


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Abstract

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.


Keywords

Distributed Game ServerLoad Balancing TechniquesMulti-players Online Game (MOG)


Last updated on 2023-04-10 at 07:36