• Title/Summary/Keyword: 게임 밸런싱

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An Efficient Algorithm for Character Adjustments in Game Balancing (게임 밸런싱을 위한 효과적인 캐릭터 조절 알고리즘)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.339-347
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    • 2008
  • A balanced game is one where the main determining factor for the success of the player is the skill level of that player Random events can occur, but a better player should be more successful than a poor one unless the player has an unusually long run of bad luck. Balancing a game is a very difficult to define a purpose, and to implement process. The possible ways are somewhat subjective and depend on the nature of the game. This paper provides new algorithm for character adjustment using log function with some nature-based Ideas. The algorithm shows not only how we decide the exact point of character adjustment but also how much we have to modify the parameters for changing abilities of the character. This paper shows the experimental results of the algorithm and shows differences between normal game playing and playing with character adjustment.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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A Method for Quest Creation & Automatic Balancing on MMORPG (MMORPG의 Quest 생성과 게임 내 자동 밸런싱을 위한 기법)

  • Kim, Chul;Jung, Ji-Shang;Lee, Nam-Jae;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.245-248
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    • 2006
  • 게임의 제작에서 최근 중요성이 부각 되고 있는 Quest의 대량 생성을 위한 Quest의 기본적인 공통 요소와 제작된 Quest의 게임 내 레벨 벨런싱을 위하여 감안 하여 할 점을 통하여 Quest의 대량 생산 하고 기본적인 밸런싱을 자동으로 맞출 수 있는 프로그램을 제안한다.

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A Study on Game Balancing Method through the case of Clash Royale (클래시 로얄의 사례를 통한 게임 밸런싱 방법에 관한 연구)

  • Kim, Jung-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.112-115
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    • 2018
  • PvP 게임에서의 밸런스는 재미있는 게임을 만들고자 하는 많은 개발사들의 지속적인 관심사였다. 또한 게임의 성공과 안정적인 운영을 위해서 밸런스가 중요하다는 인식이 생겨나면서 그 중요성은 날로 높아지고 있다. 본 논문에서는 글로벌 버전 출시 직후 131개국에서 매출 1위를 달성하고, 양대 마켓에서 '올해의 게임'으로 꼽히며 선풍적인 인기를 얻었던 클래시 로얄을 통해 PvP 게임 밸런스 방법에 대해서 살펴보고 안정적인 게임 밸런스를 위한 방안을 제안한다.

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Fuzzy Based Selection Technique for Character Action in Came Balancing (Game Balancing에서 Fuzzy를 이용한 캐릭터 액션 선택)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.81-88
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    • 2008
  • In the game balancing. it is so difficult to choose suitable arms among various actions, or arms and to accurately calculate to which level we adjust the balance. The fuzzy method can be properly used in a particular environment which cannot be correctly processed in mathematics or in lessening the time-consuming problems during the accurate number crunching. Because a variety of actions, relations with opponents. previous battle experiences etc. are not easy to be reflected in every occasion, the fuzzy method could be useful in these cases. When the balancing is needed. the data which have been played to that Point are processed by the fuzzy function and calculated to adapt intensity to each action. The ability of characters is regulated in this process. To demonstrate the efficiency of this method. I would like to make clear the excellence of fuzzy method through the following five experiments; a case with invariable ability adjustment, a case adjusted by a randomly chosen action, a case with the strongest weapon selection. a case with the weakest weapon selection and a case with the fuzzy method application.

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Experimental Studies of Controller Design for a Car-like Balancing Robot with a Variable Mass (무게 변화에 따른 차륜형 밸런싱 로봇의 제어기 설계 및 실험연구)

  • Kim, Hyun-Wook;Jung, Seul
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.4
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    • pp.469-475
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    • 2010
  • This paper presents controller design of a two wheeled mobile inverted pendulum robot for one man transportation vehicle. Since the overall mass is varying with different drivers, suitable controller gains are obtained through experimental studies. Variation of the center of gravity due to different masses also affects stable balancing control. Thus, the desired balancing angle si required to be modified with respect to different masses. To measure masses for different drivers, a weight scale is used and those data are used for balancing control through communication. The gain scheduling method of using data obtained from experimental studies allows the robot to have stable balancing performances.

Online Game Service Stabilization (온라인게임 서비스 안정화)

  • Choe, Yong-Jun;Park, Seong-Su;Kim, Jae-Won;Lee, Beom-Ryeol
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.43-52
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    • 2007
  • 온라인게임에서 가장 많은 문제가 발생하는 시기는 오픈베타 이후의 일이다. 적은 인원으로 테스트를 진행하는 클로즈베타에서 경험하지 못한 게임의 버그가 발생할 수 있고 게임사용자의 폭주를 사전에 예상하지 못해 게임서비스가 마비되는 경우도 발생한다. 또는 불법해킹에 의해 서비스가 중단하는 사태도 발생한다. 게임개발사에서는 오픈베타에 앞서 여러 번의 클로즈베타 테스트를 진행하는 동안 게임 내의 버그를 잡는 과정을 거친다. 시스템 및 네트워크 설계, 게임 및 웹서비스 보안, CDN, 로드밸런싱, 콘텐츠동기화, 모니터링, 가상유저테스트 등의 기술은 온라인게임 서비스 안정화를 위한 필수적인 요소이고 향후 국내와 해외 상용화 서비스의 근간이 된다. 본 고는 온라인게임 서비스 안정화를 위해 필요한 기술적 고려사항에 대해 다루고자 한다.

Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.87-96
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    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.

Measuring gameplay similarity between human and reinforcement learning artificial intelligence (사람과 강화학습 인공지능의 게임플레이 유사도 측정)

  • Heo, Min-Gu;Park, Chang-Hoon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.63-74
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    • 2020
  • Recently, research on automating game tests using artificial intelligence agents instead of humans is attracting attention. This paper aims to collect play data from human and artificial intelligence and analyze their similarity as a preliminary study for game balancing automation. At this time, constraints were added at the learning stage in order to create artificial intelligence that can play similar to humans. Play datas obtained 14 people and 60 artificial intelligence by playing Flippy bird games 10 times each. The collected datas compared and analyzed for movement trajectory, action position, and dead position using the cosine similarity method. As a result of the analysis, an artificial intelligence agent with a similarity of 0.9 or more with humans was found.