• Title/Summary/Keyword: 지도 서버

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Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

A Method of Client-Server Assignment for Minimizing the CPU Power Consumption of Servers in a Game Server Cluster (게임 서버 클러스터에서의 서버의 CPU 전력 소모 최소화를 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul;Lee, Sunghae
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.137-148
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    • 2017
  • Since the power consumption of data centers is large and computer serves take a large portion of it, there have been much research on the power saving of servers in various ways recently. Among the units of severs CPU is one of major power consuming units. In this paper, a method of client-server assignment for minimizing the CPU power consumption of servers in a game server cluster is proposed. We model the client-server assignment problem as an optimization problem, and find a solution to the problem using a simulated annealing-based technique. One of major features of our method is to select a proper operating frequency according to the amount of load on a server. The selection of a lower frequency in case of low load will result in reducing power consumption. To our survey, little research on client-server assignment in consideration of power consumption has been carried out.

Survey on the Performance Enhancement in Serverless Computing: Current and Future Directions (성능 향상을 위한 서버리스 컴퓨팅 동향과 발전 방향)

  • Eunyoung Lee
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.2
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    • pp.60-75
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    • 2024
  • The demand of users, who want to focus on the core functionality of their applications without having to manage complex virtual environments in the cloud environment, has created a new computing model called serverless computing. Within the serverless paradigm, resource provisioning and server administration tasks are delegated to cloud services, facilitating application development exclusively focused on program logic. Serverless computing has upgraded the utilization of cloud computing by reducing the burden on cloud service users, and it is expected to become the basic model of cloud computing in the future. A serverless platform is responsible for managing the cloud virtual environment on behalf of users, and it is also responsible for executing serverless functions that compose applications in the cloud environment. Considering the characteristics of serverless computing in which users are billed in proportion to the resources used, the efficiency of the serverless platform is a very important factor for both users and service providers. This paper aims to identify various factors that affect the performance of serverless computing and analyze the latest research trends related to it. Drawing upon the analysis, the future directions for serverless computing that address key challenges and opportunities in serverless computing are proposed.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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Design and Implementation of Fusion Map Server for Web Mapping (웹 매핑을 위한 융합 맵서버의 설계 및 구현)

  • Ban, Chae-Hoon;Lee, Hye-Jin;Hong, Bong-Hee
    • Journal of Korea Spatial Information System Society
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    • v.6 no.1 s.11
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    • pp.87-100
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    • 2004
  • When spatial data which a user requests are stored various data servers in web mapping environment, it is necessary to access one more map servers to gain data and then integrate them. This paper designs and implements a fusion map server for web mapping. The proposed fusion map server has three characteristics. First, it has customizing metadata which reflect various user's requests. Second, it provides fusion services which integrate spatial and non-spatial data. Last, it uses the dynamic liking method to support the fusion services efficiently. We design and implement a publisher client, a map server and a fusion map server for proposed map server.

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Design and Implementation of A Load Balancer Based on Load Equality between Game Servers (게임 서버간 부하의 균일성에 기반한 부하 분산기 설계 및 구현)

  • Um, Nam-Kyoung;Moon, Hyung-Jin;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3B
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    • pp.168-174
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    • 2007
  • All of users who connect to mobile game want to play seamless real-time game without any loads on game servers. However, as for existing methods, it is not available to effectively distribute server loads. Therefore, in this paper, we design and implement an uniform variance-based load balancer for distributing loads of game servers for wireless online games by suitable load balancing methods. With this methods, we can deal with dynamically increasing game servers as the information about load balancing of specific period is applied to the administrator.

A Study on the Server Framework for Multi-platform Simulation Network Game (멀티 플랫폼 시뮬레이션 네트워크 게임을 위한 서버 프레임워크 연구)

  • Kwon, Soon-Jung
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.165-172
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    • 2017
  • Some duplicate processes are happen in developing games under the diverse platforms. Implementing functions. like processing and managing data, in every platforms have an influence on game development. In this paper, we propose a multi-platform server framework that can simulate combat games such as one server on any platform. It was designed to be easy to debug using a protocol consisting of attribute-value pairs by the JSON data format. Since it is independent of the programming language, it has the advantage of being able to communicate with various languages. The server proposes a model that can easily upgrade the structure or the specification using the Amazon web server.

Migration Mechanism of Communication Process for Load Balancing and Accuracy Improvement (균등 부하분산과 응답 정확도 향상을 위한 처리 이전 기법)

  • Lee, Shineun;Yoon, Gunjae;Choi, Hoon
    • KIISE Transactions on Computing Practices
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    • v.22 no.1
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    • pp.26-31
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    • 2016
  • Migrim(Migration enhanced Grid Middleware) is a communication middleware between embedded devices and multiple servers. In traditional client-server communication, users' requests are sent to and processed by a designated server even though the server may suffer from a heavy load. In addition, the designated server may not have proper information to process the user's request correctly. Proposed connection migration mechanism and transaction migration mechanism are designed to improve the performance and accuracy of request processing. The connection migration is a procedure for delegating a connection to another server, which results in a well-distributed balancing of load among the servers. The transaction migration is a procedure for delegating a transaction to another server, and improves the accuracy of response.

Load Balancing Policy for Xen-based Virtual Desktop Service (Xen 기반 가상 데스크탑 서비스를 위한 부하 분산 정책)

  • Son, Sung-Hoon;Jun, Sang-Il
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.55-64
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    • 2008
  • Recently virtualization becomes one of the most popular research topics. and a lot of software products which is related to virtualization have been released accordingly. Server virtualization, which virtualize physical servers to supply many virtual servers, provides very efficient way to build network-based servers. In this paper, we design and implement virtual desktop service which is based on server virtualization. We also propose load balancing scheme for the virtual desktop service. The proposed virtual desktop service and its load balancing scheme provides a cost-effective way to build high-performance remote desktop service.

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A Job Scheduling Method using Fuzzy Concepts in Multi-Server Environment (다중 서버 환경에서의 퍼지 개념을 이용한 작업할당 기법)

  • 정연돈;김종수;이지연;오석균;이광형;이윤준;김명호
    • Journal of the Korean Institute of Intelligent Systems
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    • v.7 no.5
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    • pp.8-13
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    • 1997
  • In multi-server environment there are many servers which are able to process job requests. So we bave to design a mechanism that selects appropriate servers for processing each job request while maximizing server throughput and minimizing average response time of requests. Conventional methods ac~ opt the load of each server as criteria of server selection. that is, they select a server whose load is not bigger than the others. In this work we propose an approach that uses the degree of server performance, server load and the estimated service time of requested job as guidelines of server selection. We incorporate fuzzification techniques and expert knowledge in this approach. Comparing the performances c~f our approach to that of conventional one, experiments show that the proposed approach provides better performances.

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