loading...
 This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)
A Model for Massively Multiplayer Role-Playing Games System Performance
Hangzhou, China
November 29-December 01
ISBN: 0-7695-2754-X
Jiyi Wu, Zhejiang University of Radio and Television, China
Xiangguo Gong, Zhejiang University of Radio and Television, China
Jiwen Zheng, Zhejiang University of Radio and Television, China
Massively multiplayer role-playing games (MMORPGs), are among the most popular types of online game. After the introduction of a typical multitiered client/server architecture for MMORPGs, a method for modeling MMORPG system performance is presented. Then experimental and analytical results for a zoned MMORPG and a seamless MMORPG are proposed. The performance model presented here can be used for automated IT resource allocation at runtime and is thus useful in the context of utility computing and on demand systems.
Citation:
Jiyi Wu, Xiangguo Gong, Jiwen Zheng, "A Model for Massively Multiplayer Role-Playing Games System Performance," icat, pp.252-255, 16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06), 2006
Usage of this product signifies your acceptance of the Terms of Use.