摘要(英) |
With the improvement of computer capability and the wide spread of high-speed internet access in recent years, more and more users can log in an NVE (Networked Virtual Environment) as an avatar to interact with other users via network connections. The most popular NVE is MMOG (Massively Multi-player Online Game), and Client/Multi-Server(C/MS) is the most popular MMOG system architecture. Because an MMOG usually has thousands of users or players interacting with each other concurrently, it needs a sufficient number of powerful and stable servers for accommodating the massive users. Besides, it needs a load balancing scheme to distribute the load evenly among the servers to pursuit better overall server performance. The load balancing schemes can be classified as two categories: player/object-based and zone-based. One critical problem in player/object-based schemes is that when a number of avatars gather together and interact concurrently, they are likely to be managed by different servers, leading to a large overhead of inter-server communications, which in turn lowers the overall server performance. In zone-based schemes, the MMOG virtual environment or virtual world is divided into several various-sized regions each of which is managed by a server. The server will be in charge of all the avatars and NPCs in its own region. When some servers are overloaded, regions are resized to relief the loads of them. Because the overheads problem in player/object-based schemes are usually lower in zone-based schemes, so most MMOGs nowadays adopt zone-based load balancing schemes. However, in zone-base schemes, when tons of players gather together in some place so-called hotspot, the load of the server managing the hotspot increases dramatically, and the overall service quality degrades significantly. This thesis focuses on zone-based load balancing schemes. It investigates thoroughly four famous zone-based load balancing schemes proposed currently, namely ProGReGA, DLD, KD-tree, and Ahmed’s algorithm. By extensive simulation experiment results, it compares the schemes in three different aspects of performance: avatar migration, inter-server communication and load deviation rate. In the end, it concludes some key points for zone-based load balancing schemes and presents some possibilities for improvement.
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