EDBT 2026 Demo / reviewers in the wild / expert
Margaret DeLap
dblp:37/6025
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Parallel and multicore computing
load balancing |
0.1 | 1 | 2005 | Locality aware dynamic load management for massively multiplayer games · PPoPP 2005 |
Cloud and datacenter computing
quality of service |
0.0 | 1 | 2005 | Locality aware dynamic load management for massively multiplayer games · PPoPP 2005 |
Cloud and datacenter computing › resource management
server resource management |
0.0 | 1 | 2005 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2005 | Locality aware dynamic load management for massively multiplayer gamesabstractMost 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 |
PPoPP | 3 |