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ABSTRACT
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a requirement may be satisfied by utilising the cumulative processing resources afforded by a cluster of servers. Clustering of servers allow great flexibility, as the game provider may add servers to satisfy an increase in processing demands, more players, or remove servers for routine maintenance or upgrading. If care is not taken, the way processing demands are distributed across a cluster of servers may hinder such flexibility and also hinder player interaction within a game. In this paper we present an approach to load balancing that is simple and effective, yet maintains the flexibility of a cluster while promoting player interaction.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/261135.261164]
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CITED BY 6
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Peter Quax , Jeroen Dierckx , Bart Cornelissen , Gert Vansichem , Wim Lamotte, Dynamic server allocation in a real-life deployable communications architecture for networked games, Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, October 21-22, 2008, Worcester, Massachusetts
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