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Margaret DeLap

dblp:37/6025 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2005
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 38% Distributed systems · 38% Cloud and datacenter computing · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing
load balancing
0.112005
Locality aware dynamic load management for massively multiplayer games · PPoPP 2005
Cloud and datacenter computing
quality of service
0.012005
Locality aware dynamic load management for massively multiplayer games · PPoPP 2005
Cloud and datacenter computing › resource management
server resource management
0.012005
Locality aware dynamic load management for massively multiplayer games · PPoPP 2005

Methods — techniques the papers use, named apart from their topics

spatial locality-aware load balancing · 0.1dynamic region reassignment · 0.1
YearPublicationVenuePosition
2005 Locality aware dynamic load management for massively multiplayer games
abstract
Most massively multiplayer game servers employ static partitioning of their game world into distinct mini-worlds that are hosted on separate servers. This limits cross-server interactions between players, and exposes the division of the world to players. We have designed and implemented an architecture in which the partitioning of game regions across servers is transparent to players and interactions are not limited to objects in a single region or server. This allows a finer grain partitioning, which combined with a dynamic load management algorithm enables us to better handle transient crowding by adaptively dispersing or aggregating regions from servers in response to quality of service violations.Our load balancing algorithm is aware of the spatial locality in the virtual game world. Based on localized information, the algorithm balances the load and reduces the cross server communication, while avoiding frequent reassignment of regions. Our results show that locality aware load balancing reduces the average user response time by up to a factor of 6 compared to a global algorithm that does not consider spatial locality and by up to a factor of 8 compared to static partitioning.
Jin Chen 0006, Baohua Wu, Margaret DeLap, Björn Knutsson, Honghui Lu, Cristiana Amza
PPoPP3