Skip to main content

An Efficient Distributed MMOG Server Using 2Layer-Cell Method

  • Conference paper
Technologies for E-Learning and Digital Entertainment (Edutainment 2007)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4469))

Abstract

In recent years, thousands or even hundreds of thousands players interact with each other in the MMOG (Massively Multi-player Online Game). Therefore MMOG servers have the problem with scalability. To overcome this problem, we propose a new method for MMOG distributed server, denoted as 2Layer-Cell method. 2Layer-Cell method constructed with Upper_Layer and Down_Layer. The Upper_Layer includes important aggregated informationof game objects such as virtual space, users, monster, etc. And the Down_layer includes real data of game objects. This paper makes the following contributions. First, it captures these problems of high storage cost and slow processing time for previous methods. Second, it proposes parallel processing strategies that aim to reduce process time. Third, it proposes an efficient partitioning algorithm for distributed servers. Our experiment results show that our method is better scalable than existing methods.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Abdelkhalek, A., Bilas, A.: Parallelization and performance of interactive multiplayer game servers. IEEE, 26–30 (April 2004)

    Google Scholar 

  2. Abdelkhalek, A., Bilas, A., Moshovos, A.: Behavior and performance of interactive multi-player game servers. In: ISPASS01, Nov. 4-6, 2001 pp. 137–146 (2001)

    Google Scholar 

  3. Lui, J.C.S., Chan, M.F.: An efficient partitioning algorithm for distributed virtual environment systems Parallel and Distributed Systems. IEEE Transactions 13(3), 193–211 (2002)

    Google Scholar 

  4. Huang, G., Ye, M., Cheng, L.: Modeling system performance in MMOG. Workshops 29 Nov.-3 Dec. IEEE Communications Society Globecom, 512–518 (2004)

    Google Scholar 

  5. Lui, J.C.S.: Member, IEEE and M.F. Chan, Student Member, IEEE A: An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems. IEEE Transactions on parallel and distributed systems Volume 13(3) 193–211 (March 2002)

    Google Scholar 

  6. Min, D., Choi, E., Lee, D., Park, B.: A Load Balancing Algorithm for a Distributed Multimedia Game Server Architecture. In: Proc. of the IEEE International Conference on Multimedia Computing and Systems, June, pp. 882–886. IEEE Computer Society Press, Los Alamitos (June 1999)

    Google Scholar 

  7. Baughman, N., Levine, B.: Cheat-proof palyout for centralized and distributed online games. In: Proc. Infocom, pp. 104–113 (2001)

    Google Scholar 

  8. Lui, J.C.S., Chan, M.F, So, K.Y., Tam, T.S.: Balancing Workload and Communication Cost for a Distributed Virtual Environment. In: Jajodia, S., Özsu, M.T., Dogac, A. (eds.) MIS 1998. LNCS, vol. 1508, Springer, Heidelberg (1998)

    Chapter  Google Scholar 

  9. IGDA Online Games Committee. IGDA Online Games White Paper (2003), http://www.igda.org/online

  10. Lety, E., Turletti, T., Baccelli, F.: Cell-based grouping in large-scale virtual environments. Tech. Rep. 3729. INRIA (July 1999)

    Google Scholar 

  11. Ito, S.: Saito. H, Sogawa. H, Tobe. Y,: A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games ICDCS Workshops, pp. 04–07 (2006)

    Google Scholar 

  12. Merabti. M, El Rhalibi. A,: Peer-to-peer architecture and protocol for a massively multiplayer online game. In: GlobeCom Workshops, 29 November-3 December, 2004, pp. 519–528 (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Kin-chuen Hui Zhigeng Pan Ronald Chi-kit Chung Charlie C. L. Wang Xiaogang Jin Stefan Göbel Eric C.-L. Li

Rights and permissions

Reprints and permissions

Copyright information

© 2007 Springer Berlin Heidelberg

About this paper

Cite this paper

Jang, SM., Yoo, JS. (2007). An Efficient Distributed MMOG Server Using 2Layer-Cell Method. In: Hui, Kc., et al. Technologies for E-Learning and Digital Entertainment. Edutainment 2007. Lecture Notes in Computer Science, vol 4469. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73011-8_83

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-73011-8_83

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-73010-1

  • Online ISBN: 978-3-540-73011-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics