LEADER 02993oam 2200457zu 450 001 9910139144603321 005 20241212215853.0 010 $a9781424460113 010 $a1424460115 035 $a(CKB)2560000000009553 035 $a(SSID)ssj0000452311 035 $a(PQKBManifestationID)12168366 035 $a(PQKBTitleCode)TC0000452311 035 $a(PQKBWorkID)10464209 035 $a(PQKB)11595160 035 $a(NjHacI)992560000000009553 035 $a(EXLCZ)992560000000009553 100 $a20160829d2009 uy 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$a2009 VIII Brazilian Symposium on Digital Games and Entertainment 210 31$a[Place of publication not identified]$cIEEE$d2009 215 $a1 online resource 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$a9780769539638 311 08$a0769539637 311 08$a9781424460106 311 08$a1424460107 330 $aMMOGs (massively multiplayer online games) are applications that require high bandwidth connections to work properly. This demand for bandwidth is specially critical on the servers that host the game. This happens because the typical number of simultaneous participants in this kind of game varies from a few hundreds to several tens of thousands, and the server is the one responsible for mediating the interaction between every pair of players connected to it. To deal with this problem, decentralized architectures with multiple servers have been proposed, where each server manages a region of the virtual environment of the game. Each player, then, connects only to the server that manages the region where he is playing. However, to distribute the load among the servers, it is necessary to devise an algorithm for partitioning the virtual environment. In order to readjust the load distribution during the game, this algorithm must be dynamic. Some work has already been made in this direction, but with a geometric algorithm, more appropriate than those found in the literature, it should be possible to reduce the distribution granularity without compromising the rebalancing time, or even reducing it. In this work, we propose the use of a kd-tree for dividing the virtual environment of the game into regions, each of which being designated to one of the servers. The split coordinates of the regions are adjusted dynamically according to the distribution of avatars in the virtual environment. We compared our algorithm to some approaches found in the literature and the simulation results show that our algorithm performed better in most aspects we analyzed. 606 $aEntertainment computing$vCongresses 615 0$aEntertainment computing 676 $a790.20285 702 $aIEEE Staff 801 0$bPQKB 906 $aPROCEEDING 912 $a9910139144603321 996 $a2009 VIII Brazilian Symposium on Digital Games and Entertainment$92406780 997 $aUNINA