使用kd树对空间进行分区的MMOG服务器的细粒度负载平衡技术

Carlos Eduardo Benevides Bezerra, J. Comba, C. Geyer
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引用次数: 9

摘要

mmog(大型多人在线游戏)是需要高带宽连接才能正常工作的应用程序。这种对带宽的需求在托管游戏的服务器上尤为重要。之所以会出现这种情况,是因为在这类游戏中,同时参与的典型人数从几百人到几万人不等,而服务器负责协调连接到它的每对玩家之间的互动。为了解决这个问题,已经提出了带有多个服务器的分散架构,其中每个服务器管理游戏虚拟环境的一个区域。然后,每个玩家只能连接到管理他正在玩的区域的服务器。然而,为了在服务器之间分配负载,有必要设计一种算法来对虚拟环境进行分区。为了在游戏过程中重新调整负载分配,该算法必须是动态的。在这个方向上已经做了一些工作,但是使用比文献中发现的更合适的几何算法,应该可以在不影响再平衡时间的情况下减少分布粒度,甚至减少它。在这项工作中,我们建议使用kd树将游戏的虚拟环境划分为多个区域,每个区域被指定为一个服务器。根据虚拟环境中虚拟人物的分布动态调整区域的分割坐标。我们将我们的算法与文献中发现的一些方法进行了比较,仿真结果表明我们的算法在我们分析的大多数方面都表现得更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Fine Granularity Load Balancing Technique for MMOG Servers Using a KD-Tree to Partition the Space
MMOGs (massively multiplayer online games) are applications that require high bandwidth connections to work properly. This demand for bandwidth is specially critical on the servers that host the game. This happens because the typical number of simultaneous participants in this kind of game varies from a few hundreds to several tens of thousands, and the server is the one responsible for mediating the interaction between every pair of players connected to it. To deal with this problem, decentralized architectures with multiple servers have been proposed, where each server manages a region of the virtual environment of the game. Each player, then, connects only to the server that manages the region where he is playing. However, to distribute the load among the servers, it is necessary to devise an algorithm for partitioning the virtual environment. In order to readjust the load distribution during the game, this algorithm must be dynamic. Some work has already been made in this direction, but with a geometric algorithm, more appropriate than those found in the literature, it should be possible to reduce the distribution granularity without compromising the rebalancing time, or even reducing it. In this work, we propose the use of a kd-tree for dividing the virtual environment of the game into regions, each of which being designated to one of the servers. The split coordinates of the regions are adjusted dynamically according to the distribution of avatars in the virtual environment. We compared our algorithm to some approaches found in the literature and the simulation results show that our algorithm performed better in most aspects we analyzed.
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