## 2 Related Work
The article [17] explores the provision of quality of service (QoS) in real-time interactive online game control systems based on web through IP networks. It proposes an optimization algorithm that starts with an optimal configuration of a single component, facilitating the calculation of parameters and improving QoS and the efficiency of network resources in interactive communication. It uses a network structure based on multiprotocol label switching (MPLS), which segments networks and guarantees high QoS, especially for low-latency applications such as voice and video. In addition, it employs techniques such as MPLS TE and multiobjective genetic algorithms (MOGAs) to improve routing and the efficiency of data flows, showing positive results in reducing packet loss and network delays. The article in [18] investigates the use of software-defined networks (SDNs) to improve QoS in MMOGs. They implement their approach in an SDN-enabled network, using the Virtual Production Editor (OVP) application developed with Shark 3D and RTF, and evaluate performance under variable network conditions. The experiments, carried out on the FIBRE test bench, demonstrate that QoS management through SDN improves the user experience by maintaining high levels of QoS, even in adverse network conditions. The flexibility and efficiency of the approach to manage the QoS of the network in MMOGs is highlighted, which translates into a better user experience and an increase in revenues for game providers. According to [19], to ensure a good gaming experience, service providers must monitor and measure the player's experience, considering factors such as location, device, and service plan. The implementation of appropriate solutions allows the detection and measurement of the player's actions and the characteristics of the game, optimizing the gaming experience and reducing the risk of customer loss. The study [20] examines latency and its impact on human-computer interaction using Rocket League. It determined that latencies greater than 33 ms significantly affect performance in precision and power tasks in the game. The most skilled players are the most affected, with a just noticeable difference (JND) of 28 ms. It concludes that packet loss and latency are critical factors influencing the quality of the gaming experience. Packet loss is a common issue that affects performance in online video games, causing delays and stuttering. The research [21] points out that packet loss occurs when player requests do not reach the server, affecting in-game actions. Various studies, including [22; 23; 24] have evidenced the significant impact of packet loss on the quality of the gaming experience. These studies propose solutions such as Bayesian loss detection mechanisms and packet retransmission schemes like the one in [25], which have been shown to improve performance and reduce player frustration. Additionally, a comprehensive literature review on the impact of latency can be found in the article [26]. Load balancing techniques are used in games to distribute the workload among multiple servers. An example of this is seen in [4], where a hybrid cloud gaming architecture is proposed, utilizing fog computing to balance the load in MMO games. This approach has demonstrated its effectiveness in several key aspects according to simulation experiment results. The inclusion of fog servers to offload resources and processing tasks has achieved an equitable distribution of load between cloud and fog servers, improving overall system performance. Dividing the game world into clusters, each managed by a different server, has allowed for more efficient load management by assigning a specific number of fog servers to each cluster based on its average population. This strategy, combined with the characteristics of fog computing, has significantly contributed to improving load balancing in MMO games, effectively addressing the challenges associated with variability in player density in different regions of the game.