2011 IEEE International Conference on Advanced Information Networking and Applications 2011
DOI: 10.1109/aina.2011.85
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Reallocation Criteria on Multi-server Web-based MORPG System

Abstract: In recent times, the web-based applications has grown rapidly and there has been an explosive increase in the number of users. Hence, it is necessary to develop technique to deal with several users. In this study, we particularly focus on web-based multiplayer online role-playing games (MORPGs), which have a large number of users and deal with high frequency of user requests. In our previous work, we introduced a method to deal with a large number of users using multiple web servers and a dynamic data allocati… Show more

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Cited by 4 publications
(7 citation statements)
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“…(5) The threshold T is the value that subtract w s from the load of each server. (6).. (8) are the same as the variable definition.…”
Section: Minimizementioning
confidence: 98%
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“…(5) The threshold T is the value that subtract w s from the load of each server. (6).. (8) are the same as the variable definition.…”
Section: Minimizementioning
confidence: 98%
“…The average latency decreased with this dynamic allocation method. And player capacity of four server system rose up to 320 players in contrast to 200 players of single server system [6][7] [8]. However, the latency difference among servers is not considered.…”
Section: Introductionmentioning
confidence: 99%
“…It uses LRC rule. With this rule, the block moves to the other server when the block required by only one user [1]- [3]. The single server system is the same configuration as this experiment.…”
Section: Real Systemmentioning
confidence: 99%
“…In our previous work, our system could increase the user capacity by using the moving home method [1]- [3]. However, the latency difference among servers is wide.…”
Section: Modelingmentioning
confidence: 99%
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