HYMS: A hybrid MMOG server architecture

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The massively multiplayer online game (MMOG) industry is suffering from huge outgoing traffic from centralized servers. To accommodate this traffic, game companies claim large bandwidth to Internet Data Centers (IDCs), and several months' payment for that bandwidth is likely to even exceed the cost for MMOG servers. In this paper, we propose a MMOG server architecture to reduce outgoing bandwidth consumption from MMOG servers. The proposed architecture distributes some functions of servers to selected clients, and those clients are in charge of event notification to other clients in order to reduce the outgoing traffic from servers. The clients with server functions communicate with each other in peer-to-peer manner. We analyze traffic reduction as a function of cell-daemonable ratio of clients, and the results show that up to 80% of outgoing traffic from servers can be reduced using the proposed architecture when 10% of clients are cell-daemon able.
Publisher
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG
Issue Date
2004-12
Language
English
Article Type
Article
Citation

IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, v.E87D, no.12, pp.2706 - 2713

ISSN
0916-8532
URI
http://hdl.handle.net/10203/80960
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