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Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET

Abdulazeez, S and El Rhalibi, A (2019) Dynamic Load Balancing for Massively Multiplayer Online Games Using OPNET. Lecture Notes in Computer Science: Transactions on Edutainment, XV. pp. 177-191. ISSN 1867-7207

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In recent years, there has been an important growth of online gaming. Today’s Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. Traditional Client/Server architectures of MMOGs exhibit different problems in scalability, reliability, and latency, as well as the cost of adding new servers when demand is too high. P2P architecture provides considerable support for scalability of MMOGs. It also achieves good response times by supporting direct connections between players. In this paper, we have proposed a novel dynamic load balancing for massively multiplayer online games (MMOGs) based this hybrid Peer-to-Peer architecture. We have divided the game world space into several regions. Each region in the game world space is controlled and managed by using both a super-peer and a clone-super-peer. The region's super-peer is responsible for distributing the game update among the players inside the region, as well as managing the game communications between the players. However, the clone-super-peer is responsible for controlling the players' migration from one region to another, in addition to be the super-peer of the region when the super-peer leaves the game. We have designed and evaluated the dynamic load balancing for MMOGs based on hybrid P2P architecture. We have used OPNET Modeler 18.0 to simulate and evaluate the proposed system. Our dynamic load balancer is responsible for distributing the load among the regions in the game world space. The position of the load balancer is located between the game server and the regions. The results, following extensive experiments, show that low delay and higher traffic communication can be achieved using dynamic load balancing for MMOGs based on hybrid P2P system.

Item Type: Article
Additional Information: This is a post-peer-review, pre-copyedit version of an article published in Lecture Notes in Computer Science: Transactions on Edutainment. The final authenticated version is available online at: http://dx.doi.org/10.1007/978-3-030-23712-7_25
Uncontrolled Keywords: MMOGs; Client/Server; Peer-to-Peer; OPNET Modeler;
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Computer Science & Mathematics
Publisher: Springer Verlag
Date Deposited: 29 Jan 2019 10:44
Last Modified: 04 Sep 2021 09:46
DOI or ID number: 10.1007/978-3-030-23712-7_25
Editors: Pan, Z
URI: https://researchonline.ljmu.ac.uk/id/eprint/10054
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