Multimed Tools Appl (2009) 45:263–289
DOI 10.1007/s11042-009-0302-z
A load balancing scheme for massively multiplayer
online games
Carlos Eduardo Benevides Bezerra ·
Cláudio Fernando Resin Geyer
Published online: 21 May 2009
© Springer Science + Business Media, LLC 2009
Abstract In a distributed MMOG (massively multiplayer online game) server archi-
tecture, the server nodes may become easily overloaded by the high demand from
the players for state updates. Many works propose algorithms to distribute the load
on the server nodes, but this load is usually defined as the number of players on each
server, what is not an ideal measure. Also, the possible heterogeneity of the system is
frequently overlooked. We propose a balancing scheme with two main goals: allocate
load on server nodes proportionally to each one’s power and reduce the inter-
server communication overhead, considering the load as the occupied bandwidth
of each server. Four algorithms were proposed, from which ProGReGA is the best
for overhead reduction and ProGReGA-KF is the most suited for reducing player
migrations between servers. We also make a review of related works and some
comparisons were made, where our approach performed better.
Keywords MMOGs · Load balancing · Distributed server · Graph partitioning
1 Introduction
The main characteristic of massively multiplayer online games is the large number
of players, having dozens, or even hundreds, of thousands of participants simultane-
ously. This large number of players interacting with one another generates a traffic
on the support network which may grow quadratically compared to the number of
players [5], in the worst case (Fig. 1).
C. E. B. Bezerra (B ) · C. F. R. Geyer
Universidade Federal do Rio Grande do Sul, Av. Bento Gonçalves, 9500, Porto Alegre, Brazil
e-mail: carlos.bezerra@inf.ufrgs.br
C. F. R. Geyer
e-mail: geyer@inf.ufrgs.br