• Title/Summary/Keyword: 밸런스 테스트

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A Study the Log Entries Required for Balance Evaluation in the Games (게임에서 밸런스 평가에 필요한 로그 항목 연구)

  • Lee, Yoon-Yim;Rhee, Dea-Woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.85-87
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    • 2021
  • This work seeks to extract items necessary for the competitive structure of content or the balance of content through a study of the balance between users in MMORPG. The balance of the game is used in various terms and its definitions are different. To solve these problems, we conducted a literature study on the definition of balance, which extracted the log entries needed for balance. The big data of the game has very important research value, but it is not being utilized properly. Through this study, we hope to collect systematic log data and utilize it for real game operations.

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Expert Review and Analysis of the Game's Testing Process -Focus on balance testing- (게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-)

  • Lee, Yoon-Yim;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1013-1018
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    • 2022
  • Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user's activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services.

특별기고 / 사용자 테스트로 게임 향상시키기

  • Ri, Sa-Pae
    • Digital Contents
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    • no.7 s.122
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    • pp.146-150
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    • 2003
  • 대부분의 게임 디자이너들은 베타버전이 나와 제품에 대한 품질 확인 문의가 생길 때까지 제품에 대한 피드백을 받지 않는다. QA 테스터는 게임 제작의 관행을 깨기 위해 노력하고 있다. 특히 QA 테스터는 버그와 밸런스 문제를 찾고 주요 게임 플레이 문제까지도 찾아낸다. 하지만 이들이 디자인 문제에 대해 피드백을 준다고 하더라도 제품은 몇 달 이내의 빠른 시간 내에 선적되어야 하기 때문에 이 문제를 모두 해결하려면 시간이 너무 늦어진다.

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Development of Valve Balance Test Equipment for Power Steering Gear (파워 스티어링 기어의 밸브 밸런스 테스트 장비 개발)

  • Go, S.J.;Park, M.K.;Won, T.H.;Kim, H.S.;Kim, K.H.
    • Journal of the Korean Society of Mechanical Technology
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    • v.13 no.1
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    • pp.65-71
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    • 2011
  • Steering gear is the part of an automobile that change circular movement of steering wheel to lateral movement of rack to change driving direction. This can be classified with manual and power steering gear. Manual steering gear is operated only with human power while power steering gear use oil pressure support. These days power steering gear is more common to almost of the car. Recently a korean company manufactures a speed sensitive power steering which provide variable steering feel depend on the speed of car. The Broens company of Australia produces and exports the test equipments for the manufacture of power steering valves and assemblies to major vehicle manufactures. Some korean companies imported the test equipments from Australia, thus increasing the cost. The purpose of this study is development of the valve balance test equipment to measure the valve torque of the power steering gear. This study designed and manufactured the valve balance test equipment to take hold of the power steering valve using CAE analysis. In order to evaluate the performance of the developed valve balance test equipment, the R&R tests have been conducted.

Development of MMORPG User Simulation -with Application on Travia Online Game- (MMORPG 사용자 시뮬레이션 개발 -트라비아 온라인을 중심으로-)

  • Sohn Hyoung-Ryul;Roh Chang-Hyun
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.1-7
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    • 2005
  • Beta-test is a essential step to verify a online-game developing. Through beta-test, we can find out some problems related to game-balancing, game-play, user behaviors and so on. And the game developing can be modified to make up a weak-point. However, a beta-test in online game development is a very time consuming and heavy expense work. Therefore, in this study, the simulation model for growth-balancing and battle among characters was proposed in order to reduce the duration and cost for beta-test. And it was applied to Travia online game successfully.

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Development of Knocking discrimination and Engine balance Correction Algorithm of CRDI Engine ECU (CRDI 엔진 전자제어컨트롤러(ECU)의 노킹 판별 및 엔진 밸런스 보정 알고리즘 개발)

  • Kim, Hwa-Seon;Jang, Seong-Jin;Jang, Jong-Yug
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.391-394
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    • 2012
  • Recently, for appling to industrial engines to CRDI diesel engine to meet enhanced emission regulatory standards in native and foreign, ECU that be controlled only automaker develop engine control algorithm that adjust injection timing and injection as user's need and use testing, verification for engine performance and emissions reduction. For development only CRDI diesel engine emulator, using CKP and CMP sensor performance property of CRDI engine control ECU input element, in this paper, there determine the diesel knocking and propose design methodology of engine balance correction algorithm design of the correction algorithm. And there propose efficient Improvement for fuel efficiency increasing and reduction of emissions.

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Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

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.

A Genetic Algorithm-based Pattern Diversity Technique for Scrolling-Shooter Games (유전자 알고리즘을 이용한 비행슈팅게임의 패턴 다양화 기법)

  • Park, Chang-Hoon;Seo, Jinseok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.301-304
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    • 2016
  • 슈팅게임은 플레이어에게 두 가지 목표를 제시한다. 하나는 겉으로 드러난 목적으로 게임의 보스를 처치하여 엔딩을 보는 것이며 다른 하나는 플레이어에게 도전하고자 하는 심리를 자극하는 것으로 게임의 패턴을 파악하고 적응하여 최단시간 내에 클리어하는 것이다. 하지만 플레이어의 게임에 대한 흥미는 슈팅게임의 이동 패턴에 적응하는 순간부터 감소하게 되고 또 다른 패턴을 찾아 다른 게임으로 떠나게 된다. 본 연구는 사용자에게 주어지는 패턴을 유전자 알고리즘을 이용해 다양화하는 방법을 새로이 제안한다. 제안된 시스템을 통하여 게임 디자이너는 적은 양의 디자인으로 다양한 패턴을 쉽게 얻을 수 있다. 이는 최적의 패턴을 위한 밸런스 테스트 기간을 단축시키며, 플레이어에게 다양한 패턴을 제공하여 게임의 수명을 연장하는데 도움이 될 수 있다.

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Design and Implementation of a First-Person Shooter Game based on Unreal Engine 5 (언리얼 엔진 5 기반 1인칭 슈팅 게임 설계 및 구현)

  • Chaehun Lee;Seongho Kim;Kiwon Seo;Minseok Kim;Soyoung Hwang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.489-490
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    • 2024
  • 본 논문에서는 사용자의 입장에서 게임 논리와 밸런스를 바탕으로 흥미를 유발할 수 있는 게임 개발의 요구를 고려하여 언리언 엔진 5 기반 하이퍼 FPS 게임의 설계와 구현을 제안한다. FPS 게임 내에도 정통 FPS, 배틀로얄, 그리고 하이퍼 FPS 등 여러 종류가 있는데 그 중 순전히 총으로만 싸우지 않고 캐릭터마다 고유스킬을 사용하여 전투할 수 있는 것이 하이퍼 FPS이다. 제안하는 게임 개발을 위해 다양한 게임엔진 중에서 사용자 친화적인 인터페이스와 비교적 쉬운 작업 흐름을 가지고 있는 언리얼 엔진을 선정하였다. 개발 결과의 테스트를 통해 제안한 게임과 EOS(Epic Online Services) 연동으로 다중 사용자들의 접속과 플레이를 확인하였다.

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