A Proactive Load-Balancing Method by Controlling Animation Speed in Command Input User Interface
This invention realizes a function for distributing load proactively before the load on a server reach a peak (proactive load-balancing) in an RPG that is accessed by a huge number of clients. According to this invention, a user interface (UI) that allows input of commands asynchronously from the execution of the commands in an RPG is provided, and a wait time before a client sends a command request to a server is set in accordance with the load status of the server, while displaying an animation as this intentional wait time elapses. This wait time according to this invention is intentionally generated by the system and thus essentially differs from unintended delay in existing technology. While the sending of a command request is intentionally being delayed, the player can perform additional operations, such as cancelling the command or changing the order of execution. A technical feature of this invention is that, by providing players with the merit of being allowed to edit command sequences during proactively generated wait times, it becomes possible to reduce a peak of the load on a server without compromising the user experience. With this technical feature, for example, when the number of simultaneous requests to a server exceeds a threshold, it is possible to send an instruction for delaying the sending of command requests by 500 milliseconds to 35% of all the clients connected, thereby realizing a proactive peak shift before congestion occurs at the server. The players receive feedback for the wait time in the form of a reduction in the animation rendering speed, and the players are given opportunities for editing commands when the animation becomes slower, so that the players are not likely to perceive the delay as stress.
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