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題 名 | 多人線上遊戲伺服器之動態負載平衡機制的設計與製作=The Design and Implementation of the Dynamic Load Balancing Mechanism for the Multi-Server Online Game Systems |
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作 者 | 李政忠; 陳啟彰; | 書刊名 | 資訊科學應用期刊 |
卷 期 | 3:1 2007.06[民96.06] |
頁 次 | 頁97-112 |
分類號 | 448.595 |
關鍵詞 | 分散式系統; 負載平衡; 多人線上遊戲伺服器; 計算幾何; 平行計算; Distributed system; Load balancing; Massive multi-player game server; Computational geometry; Parallel computing; |
語 文 | 中文(Chinese) |
中文摘要 | 根據DFC Intelligence的報告指出,全球線上遊戲的產值於2006年為52億美元,預估到2009年將達到98億美元,而線上遊戲中又以線上多人角色扮演遊戲(MMORPG)最為玩家喜愛,隨著玩家人數的暴增,伺服器的負載也大增,傳統單一伺服器的遊戲引擎已不敷使用,取而代之的是由多台主機所構成的的多伺服器(Multi-server)遊戲引擎。 在Multi-server的遊戲引擎中,負載在各伺服器上的分配成為整個系統是否有效率的重要關鍵,而在各種負載分配的方法中又以動態地圖分割法最能有效率的維持負載的平衡。採用動態地圖分割法時,地圖的切割是首要工作,在目前的線上遊戲引擎上或是相關的研究中,大多採用正方形、正三角形、甚至正六邊形的切割方式,然而這些切割都有一共同缺點,就是它們都與遊戲地圖的內容不相關,因此容易造成同區域內因為沒有任何NPC (Non Player Character) 而沒有玩家停留,或是因NPC過多而造成玩家過於充斥,因此會造成負載分配過程中效能的減損。 在本論文中,我們首次嘗採用與遊戲地圖內容相關的切割方式,我們以各個NPC為中心,將整個遊戲地圖切割成和其他各個NPC相等距離的多邊形,也就是計算幾何中所稱的Voronoi polygon,這種切法有其明顯的優越性,並且切割方法並不複雜,若以n個NPC計,僅需O(n log n)個步驟便可完成切割。 另外,在本論文中我們詳細討論我們所提出的切割方式的優點,並且透過模擬的方式,對於我們所提出的切割方法和文獻中的四方形切割方法做多種指標的績效比較。最後我們嘗試透過修改開放程式碼的Arianne遊戲引擎來實作我們提出的負載平衡方法。 |
英文摘要 | According to the estimation of DFC Intelligence, the global online game market reach 5.2 billion US dollars in 2006, and will reach 9.8 billion US dollars in the year 2009. Among numerous kinds of online games, Massive Multiplayer Online Role-Playing Game (MMORPG) is the most popular one. Due to the rapidly increasing of the amount of players, online game with single server no longer has the capability to handle the whole tasks. Therefore, online game with the support of multiple servers is the feasible solution to manage the situation. How to distribute the system load to each server is the key issue for the multi-server online game system. A good load distribution mechanism will increase the performance of the system dramatically. There are several methods for distributing the load for the game servers. Among them dynamic map cells allocation method is probably one of the promising mechanisms. The first step of dynamic map cell allocation method is to partition the game map into pieces. As far as we know, most multi-server online game systems, which use map cell allocation method, partition the game map into square regions. Some of them partition the map into other shapes, such as triangle and hexagon. However these partition methods have one disadvantage in common. They don’t take the context of the game map into consideration. Therefore, the partition of those methods will cause some of the cell without any NPC (Non Player Character) , and thus not any players will stay long. On the other hand, some of them have many NPCs, and thus the region will crowd with players. Both cases will increase the cost of transferring players among servers. In the paper, we will partition the game map into polygons according to the context of the map. To our knowledge, it is the first time in the literature to partition the game map with the context sensitive partition method. We will construct each region centered with an NPC for the game map. The NPC in the region is better to have equal distance to any other NPC in the map. The region with this property is called the Voronoi polygon. The partition is not tractable, since for n NPCs in the map, the complexity of partitioning map to Voronoi polygons is only O(n log n) steps. In the paper, we discuss the advantages of our partition method, and perform several simulations to compare the performance between our proposed method and the square region partition method in the literature. We also implement our load distribution method to the open source online game engine Arianne. |
本系統中英文摘要資訊取自各篇刊載內容。