Latency Reduction in Massively Multi-player Online Games by Partial Migration of Game State
In: Second International Conference on Internet Technologies and Applications, ed. by Vic Grout, Denise Oram and Rich Picking, pp. 153--163, University of Wales, NEWI, Wrexham, UK., Centre for Applied Internet Research (CAIR) (ISBN: 978-0-946881-54-3)
With the increasing popularity of massively multi-player online games (MMOGs), developers are continually forced to deal with the conflicting requirements of supporting a large number of concurrent users, while simultaneously providing low latency. As a result, a common way of distributing load is by dividing the virtual environment into logical regions. Geographically coupled users in such regions can be distinguished by analyzing IP addresses, RTTs or similar. This paper proposes the architecture for a decentralized middleware capable of utilizing such information, with the intent of decreasing the overall latency for the majority of users in that region. The latency reduction is accomplished by migrating a game region to a server closer in locality to the users, thereby lowering the response time of remote procedure calls. Due to the characteristics of MMOGs, the middleware implements a distributed name service, made possible by activating the system from a single node in the system.