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Liverpool John Moores University

Dynamic Load Balancing for Massively Multiplayer Online Games

Abstract

dc:description.abstract

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. This thesis proposes a novel hybrid Peer-to-Peer architecture for MMOGs and a new 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. In this thesis, we have designed and simulated a static and dynamic Area of Interest Management (AoIM) for MMOGs based on both architectures hybrid P2P and client-server with the possibility of players to move from one region to another. In this thesis also, we have designed and evaluated the static and dynamic load balancing for MMOGs based on hybrid P2P architecture. We have used OPNET Modeler 18.0 to simulate and evaluate the proposed system, especially standard applications, custom applications, TDMA and RX Group. 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 both of hybrid P2P architecture, static and dynamic AoIM, dynamic load balancing for MMOGs based on hybrid P2P system.

Degree

thesis:*
Name dc:type.qualificationname
phd
Level dc:type.qualificationlevel
doctoral
Grantor dc:publisher.institution
Liverpool John Moores University
Year dc:date.issued
2018

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Abdulazeez, S
Contributors dc:contributor
  • El Rhalibi, A
  • Al-Jumeily, D

Subjects

dc:subject × 2

Identifiers

dc:identifier.*
OAI identifier oai:identifier
oai:researchonline.ljmu.ac.uk:7864

Chain of custody

source
Harvested from
Liverpool Jon Moores University
Base URL
researchonline.ljmu.ac.uk/cgi/oai2
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
citation

Abdulazeez, S. Dynamic Load Balancing for Massively Multiplayer Online Games. doctoral thesis, Liverpool John Moores University, 2018. https://doi.org/10.24377/LJMU.t.00007864