• Title/Summary/Keyword: 게임접속시간 예측

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The Study of Forecasting Game Usage Hours Using Time Series Analysis (시계열 분석을 이용한 게임 접속시간 예측 연구)

  • Kang, Kie-Ho;Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.63-69
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    • 2010
  • Forecasting game usages hours can supply good information resolving intensive server access and ensuring stable game service. In this paper, we applied various time series analysis methods to forecast game usage hours in 2009 on famous "Ion" and "Sudden Attack" games. According to the experiment, the seasonal variation method showed better performance forecasting actual usage hours.

Concurrency Control Method Based on Scalable on Prediction for Multi-platform Games (멀티플랫폼 게임을 위한 예측기반 동시성 제어방식)

  • Lee, Sung-Ug
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1322-1331
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    • 2006
  • Concurrency control is one of the important factors to maintain consistent conditions of a game because most participants of the game should be shared information to play the game through a distributed network system. replay delay times should establish in every event and the received event should be saved and performed simultaneously for Concurrency Control. However, it is not easy to practice the event with same speed in environment having various moving speed. Therefore, expansion have to be provided. In other words, one of the most important factors of a game's efficiency is the process of bandwidth and delay. the process of concurrency control method based on scalable prediction for Multi-platform games would minimize the loss rate of a event and then would improve the interaction capacity of a game. It also might get reliability between clients. This paper analyzes some problems in terms of a layout of a game that integrates a cable and a wireless system. In addition, this paper provides methods to expand bandwidth and delay that might be an obstacle of a On-line game and to ensure reliability between a server and a client.

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A FSM based Test Automation System in An Online Game Environment (온라인 게임 환경에서 FSM 기반 테스트 자동화 시스템)

  • Chung, Hoon-Young;Jung, Hyun-Jun;Baik, Doo-Kwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.968-971
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    • 2013
  • 이 논문에서는 FSM(Finite State Machine) 기반 온라인 게임 서버 테스트 자동화 시스템을 제안한다. 게임 서버의 테스트 자동화는 테스트로 인한 비용, 시간적 제약, 테스트 자원의 재사용 측면에서 이득이 있다. 기존의 테스트 자동화 방식은 사용자간의 상호작용을 고려하지 않기 때문에 게임 서버의 성능에 대한 정확한 측정이 어렵다. 또한, 실제 서비스 시에 수용할 수 있는 동시 접속 인원수를 예측하기 어렵다. 이 논문에서 가상 유저를 이용한 테스트를 할 경우 FSM 을 이용하여 가상유저간의 상호작용이 가능하게 한다. 이를 이용하여 게임 서버의 성능 측정의 정확도 개선이 가능하다. 제안 시스템을 검증하기 위해 상호작용을 고려하지 않은 테스트 방법과 비교 평가 하였다.