As Massively Multiplayer Online Games enjoy a huge popularity and are played by tens of thousands of players simultaneously, an efficient software architecture is needed to cope with the dynamically changing loads at the server side. In this paper we discuss a novel way to support this kind of application by dividing the virtual world into several parts, called microcells. Every server is assigned a number of microcells and by dynamically redeploying these microcells when the load in a region of the world suddenly increases, the platform is able to adapt to changing load distributions. The software architecture for this system is described and we also provide some evaluation results that indicate the performance of our platform.
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