Dynamic scaling area of interest in massively multiplayer online role playing game (MMORPG)

For the past few decades, there has been an increasing number of MMORG, this is slightly due to the graphic advancement we have on our computers and the desire to get better gameplay and features in our gaming world. All these lead to the creation of great massively multiplayer online games such as...

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Bibliographic Details
Main Author: Wong, Yao De
Other Authors: Liu Sze Yeung, Elvis
Format: Final Year Project
Language:English
Published: 2017
Subjects:
Online Access:http://hdl.handle.net/10356/70319
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Institution: Nanyang Technological University
Language: English
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Summary:For the past few decades, there has been an increasing number of MMORG, this is slightly due to the graphic advancement we have on our computers and the desire to get better gameplay and features in our gaming world. All these lead to the creation of great massively multiplayer online games such as World of Warcraft[1], EverQuest II[2] and Overwatch[3]. But as these games become better, larger and more demanding, not only does it consume more power, and graphic it also becoming more data intensive. Much more data is needed to send and receive between all the servers and clients, with these excessive data going back and for, without a good server management it will consume a lot of bandwidth and in turn cause latency to all these online players. The latency is a killing factor for all online players as this not only degrade the gaming experience of having a simulation of real life interaction, it also limits their movement to a few seconds and causing them great harm or even death in the game. Thus, optimization of this distribution of data is critical, interest management is one of the paradigms referred to handle such matters. It has become increasingly critical to address the scalability requirements and enable their successful deployment. In this project, we will use interest management to focus on reducing the amount of data to be sent over the channel by cutting down on the bandwidth consumption needed.