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Bezerra , C.E.B.; Comba , J.L.D.; Geyer, C.F.R.

A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space. Bezerra , C.E.B.; Comba , J.L.D.; Geyer, C.F.R. Games and Digital Entertainment (SBGAMES), 2009 VIII Brazilian Symposium on. Outline. Introduction k -d tree Main approach

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Bezerra , C.E.B.; Comba , J.L.D.; Geyer, C.F.R.

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  1. A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space Bezerra, C.E.B.; Comba, J.L.D.; Geyer, C.F.R. Games and Digital Entertainment (SBGAMES), 2009 VIII Brazilian Symposium on

  2. Outline Introduction k-d tree Main approach Simulations & Results Conclusions Reference

  3. Introduction • The main characteristic of MMOGs is the large number of players interacting simultaneously, reaching the number of tens of thousands. • To allow the interaction of players, each one of them sends his commands to the server, which calculates the resulting game state and sends it to all the players to whom the state change is relevant. • hotspots

  4. Introduction (Cont.) • In order to reduce the cost of maintaining a centralized infrastructure, several decentralized solutions have been proposed. • Peer-to-peer • Multi-server • Usually, the virtual environment is divided into relatively small cells, which are then grouped into regions and distributed among the servers. • Inter-Server Communication • Player Migration • Walking Migration • Still Migration

  5. Introduction (Cont.)

  6. k-d tree short for k-dimensional tree The vast majority of MMOGs, such as World of Warcraft, Ragnarokand Lineage II, despite having three-dimensional graphics, the simulated world – cities, forests, swamps and points of interest in general – in these games is mapped in two dimensions. Therefore, we propose to use a kd-tree with k = 2.

  7. k-d tree (Cont.)

  8. Main approach • The load balancing approach proposed here is based on two criteria: • first, the system should be considered heterogeneous (i.e. every server may have a different amount of resources) • second, the load on each server is not proportional to the number of players connected to it, but to the amount of bandwidth required to send state update messages to them.

  9. Main approach (Cont.)

  10. Main approach (Cont.)

  11. Simulations & Results

  12. Simulations & Results (Cont.)

  13. Ahmed

  14. Progrega & BFBCT

  15. Simulations & Results (Cont.)

  16. Simulations & Results (Cont.)

  17. Conclusions Use of kd-trees to make this partitioning allows a fine granularity of the load distribution, while the readjustment of the regions becomes simpler – by recursively traversing the tree – than the common approaches, based on cells and/or graph partitioning. This better balance also helped to reduce the number of migrations, by performing less rebalancing operations.

  18. Reference [1] Bezerra, C.E.B.; Comba, J.L.D.; Geyer, C.F.R.; , "A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space," Games and Digital Entertainment (SBGAMES), 2009 VIII Brazilian Symposium on , vol., no., pp.17-26, 8-10 Oct. 2009 [2] Ahmed, D.T.; Shirmohammadi, S.; , "A microcell oriented load balancing model for collaborative virtual environments," Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2008. VECIMS 2008. IEEE Conference on , vol., no., pp.86-91, 14-16 July 2008 [3] C.E. Bezerra and C.F.R. Geyer, “A load balancing scheme for massively multiplayer online games, ”Journal of Multimedia Tools and Applications, Vol. 45, Issue 1-3, pp. 263-289, 2009.

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