• Title/Summary/Keyword: 온라인 게임 규칙

Search Result 21, Processing Time 0.025 seconds

Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.35-44
    • /
    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

An Intelligent Characters for Fighting Action Games Using Genetic Algorithms (유전자 알고리즘을 이용한 대전형 액션게임의 지능캐릭터)

  • Lee Myun-sub;Cho Byeong-heon;Seong Yeong-rak;Jung Sung-hoon;Oh Ha-ryoung
    • The KIPS Transactions:PartB
    • /
    • v.12B no.3 s.99
    • /
    • pp.329-336
    • /
    • 2005
  • This paper proposes a method to provide intelligence for characters in fighting action games by using genetic algorithm. The proposed characters without any knowledge on the rules of the game learn the rules and techniques for generations, and have the capability of evolving. To evaluate adaptability for varying circumstances, we changed the rules and compared the results. The experimental results show that the intelligent characters can adapt to the new rules. An advantage of the proposed method is that it can be easily applied to characters for other category of games such as PC games and internet online games.

Abuse Pattern Monitoring Method based on CEP in On-line Game (CEP 기반 온라인 게임 악용 패턴 모니터링 방법)

  • Roh, Chang-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.114-121
    • /
    • 2010
  • Based on a complex event processing technique, an abuse pattern monitoring method is developed to provide an real-time detection. CEP is a technique to find complex event pattern in a massive information system. In this study, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server.

Performance Analysis of an On-line Game Abuse Pattern Monitoring Method (온라인 게임 악용 패턴 모니터링 방법의 성능 분석)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.71-77
    • /
    • 2011
  • CEP(Complex Event Processing) is a technique to find complex event pattern in a massive information system. Based on CEP technique, an abuse pattern monitoring method has been developed to provide an real-time detection. In the method, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server. This article provides the performance analysis results of the abuse pattern monitoring method using real game DB. We results that the method proposed in previous study is effective to monitor abusing users.

Parental Mediation Strategies on Online Gaming (자녀들의 온라인 게임 이용에 대한 부모 중재 전략)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.63-78
    • /
    • 2015
  • This study explored parental mediation strategies of children's online gaming and their relevant variables which could influence on them. A survey to 379 parents with elementary, middle, highschool, and college aged children revealed 7 distinctive parental mediation strategies of children's online gaming, that is, 'instructive', 'co-playing', 'rule-based', 'restrictive', 'technological', 'government regulation-dependent', and 'active guidance' mediation. Also, the results showed that there was significant relation between the parental mediation strategies, characteristics of parents, and characteristics of children. This study holds its significance in identifying the parental mediation types reflecting media characteristics of online games and Korean social and cultural context.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.22 no.2
    • /
    • pp.225-238
    • /
    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

Recognition of the Type and Cause of Trolling (<리그 오브 레전드> 트롤링의 유형과 발생 원인에 대한 인식 -사용자 심층인터뷰를 중심으로-)

  • Seo, Seong-Eun;Kim, Chi-Yo
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.93-110
    • /
    • 2015
  • This study aimed at identifying user recognition of the types and causes of online game trolling through in-depth interview with users of . Online game trolling refers to anti-social behaviors to do acts provoking other users to anger intentionally so induce their actual reaction in online games. Types of online game trolling contained flaming, griefing, unskilled player and lack of understanding on user's rule. And users are recognizing as problems that anonymity is excessively high in the game, a single game has undue significance, team play is given too much emphasis in a situation lacking in social cohesivenessk as the structural causes of trolling in . Accordingly, in order to decrease online game trolling, it is urgent to improve the game-structured layer causing trolling rather than regulate trollers only.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.42 no.3 s.303
    • /
    • pp.17-28
    • /
    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.89-100
    • /
    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1208-1217
    • /
    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

  • PDF