Server Load Balancing via Dynamic Cell Transfer
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Solution Overview
Problem
In massively multiplayer online role-playing games (MMORPG) and metaverse environments, servers face excessive load balancing challenges due to the need to process countless user interactions without contradictions within limited timeframes, leading to inefficiencies and service quality degradation.
Innovation Solution
The implementation of an electronic device with a scaling server and game servers that transfer cells between regions based on load balances, minimizing synchronization loads by controlling event execution and cancellation across servers, and utilizing a processor to manage these transfers and maintain load equilibrium.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a single server processes all user interactions in MMORPG/metaverse environments, then comprehensive event processing is achieved, but excessive load is generated on the server
Solution Approach 1:
The patent divides the virtual world into multiple regions, with each server responsible for specific regions. This segmentation allows distributing the processing load across multiple servers while maintaining comprehensive event processing capability. Each server handles events in its assigned regions independently, reducing the burden on any single server.
Solution Approach 2:
The patent introduces a spatial dimension for load distribution by assigning servers to specific geographic regions of the virtual world. This dimensional approach allows simultaneous event processing across multiple servers without centralized bottlenecks, effectively scaling productivity while managing server load.
2Stress or pressure
If multiple servers are used to balance load, then server load is reduced, but synchronization load increases between servers
Solution Approach 1:
The patent implements local event processing where each server independently handles events in its assigned regions without requiring constant synchronization with other servers. This local autonomy reduces synchronization complexity while maintaining load balance, as servers only need to synchronize when events cross regional boundaries.
Solution Approach 2:
The patent extracts synchronization requirements to only those events that cross regional boundaries, rather than requiring all servers to synchronize all events. This selective synchronization approach significantly reduces the synchronization load while maintaining necessary coordination between servers.
3Reliability
If events are synchronized between all servers, then event consistency is maintained, but processing time exceeds limits
Solution Approach 1:
By segmenting the virtual world into regional zones handled by different servers, the patent enables parallel event processing across multiple servers simultaneously. This maintains event consistency within each region while dramatically reducing overall processing time through concurrent execution.
Solution Approach 2:
The patent pre-assigns regions to servers and establishes event handling protocols in advance, allowing servers to independently process events without real-time coordination overhead. This preliminary structuring maintains consistency while minimizing processing delays.
4Productivity
If cells are transferred between regions based on load balance, then load distribution is optimized, but synchronization operations increase
Solution Approach 1:
The patent implements dynamic cell transfer between regions based on real-time load conditions. Servers can transfer cells (groups of users/events) to adjacent regions when load imbalances occur, optimizing productivity while using selective synchronization only when transfers happen, thus managing complexity.
Data Source
AI summary
An electronic device according to an embodiment includes: a scaling server configured to execute a first event occurring in a first region allocated a plurality of cells, at least one game server configured to execute a second event occurring in at least one second region adjacent to the first region, and at least one processor configured to process the scaling server and the at least one game server. The at least one processor configured to control at least one of the scaling server or the at least one game server so that at least one cell is transferred between the first region and the second region, based on a first load by the first event and a second load by the second event.


