• Title/Summary/Keyword: Defense game

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Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.27-35
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    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

A Case Study for Finding an Efficient M&S Meta Model through Sequential Response Surface Methodology (축차적 반응표면 분석을 통한 M&S 메타모형 구축에 관한 사례 연구)

  • Kim, Sang-Ik;Kim, Yong-Dai;Lim, Yong-Bin;Choi, Ki-Heon;Kim, Jeong-Eun
    • Journal of Korean Society for Quality Management
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    • v.40 no.1
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    • pp.49-59
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    • 2012
  • In computer simulation models the output from the computer code is often deterministic, i.e., running the code twice with the same values for the input variables would give the same output. It is discussed why the response surface method with polynomial approximation for the true response function is a good approximation to the computer experiments model. A sequential strategy to find the proper reduced quadratic polynomial model is illustrated with a case study in the military war game computer simulation model.

An SDN based hopping multicast communication against DoS attack

  • Zhao, Zheng;Liu, Fenlin;Gong, Daofu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.4
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    • pp.2196-2218
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    • 2017
  • Multicast communication has been widely used in the Internet. However, multicast communication is vulnerable to DoS attack due to static router configuration. In this paper, HMC, a hopping multicast communication method based on SDN, is proposed to tackle this problem. HMC changes the multicast tree periodically and makes it difficult for the attackers to launch an accurate attack. It also decreases the probability of multicast communication being attacked by DoS and in the meanwhile, the QoS constrains are not violated. In this research, the routing problem of HMC is proven to be NP-complete and a heuristic algorithm is proposed to solve it. Experiments show that HMC has the ability to resist DoS attack on multicast route effectively. Theoretically, the multicast compromised probability can drop more than 0.6 when HMC is adopt. In addition, experiments demonstrate that HMC achieves shorter average multicast delay and better robustness compared with traditional method, and more importantly, it better defends DoS attack.

Damage and Defense of Online game private servers. (온라인 게임의 사설서버 피해와 방어)

  • Bae, Jung-Il;Oh, Sang-Seok;Min, Sung-Gi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1456-1459
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    • 2012
  • 사설서버는 개발사의 동의 없이 게임 서버를 제작 및 운영 하여 게임에 대한 저작권 침해와 서비스의 권리 없이 영리나 비영리 목적으로 단체 또는 개인이 온라인 게임을 즐길 수 있도록 서비스 하는 행위 또는 서버 자체를 뜻한다. 본 논문에서는 이러한 사설서버에 대한 기술적인 대응 방법인 사설서버 방어코드에 대해서 제안 한다. 본 연구는 사설서버로 인한 게임 개발사의 피해와 사설서버에 대한 방어 방법, 그리고 실제 온라인 게임에 사설서버 방어 기술을 도입한 후 사설서버 방어의 효과에 대해서 조사를 한다.

Damage and Defense of Online game private servers. (온라인 게임의 사설서버 피해와 방어)

  • Bae, Jung-Il;Oh, Sang-Seok;Min, Sung-Gi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.917-920
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    • 2013
  • 사설서버는 개발사의 동의 없이 게임 서버를 제작 및 운영 하여 게임에 대한 저작권 침해와 서비스의 권리 없이 영리나 비영리 목적으로 단체 또는 개인이 온라인 게임을 즐길 수 있도록 서비스 하는 행위 또는 서버 자체를 뜻한다. 본 논문에서는 이러한 사설서버에 대한 기술적인 대응 방법인 사설서버 방어코드에 대해서 제안 한다. 본 연구는 사설서버로 인한 게임 개발사의 피해와 사설서버에 대한 방어 방법, 그리고 실제 온라인 게임에 사설서버 방어 기술을 도입한 후 사설서버 방어의 효과에 대해서 조사를 한다.

An Implementation of IEEE 1516.1-2000 Standard with the Hybrid Data Communication Method (하이브리드 데이터 통신 방식을 적용한 IEEE 1516.1-2000 표준의 구현)

  • Shim, Jun-Yong;Wi, Soung-Hyouk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.11
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    • pp.1094-1103
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    • 2012
  • Recently, software industry regarding national defense increases system development of distributed simulation system of M&S based to overcome limit of resource and expense. It is one of key technologies for offering of mutual validation among objects and reuse of objects which are discussed for developing these systems. RTI, implementation of HLA interface specification as software providing these technologies uses Federation Object Model for exchanging information with joined federates in the federation and each federate has a characteristic that is supposed to have identical FOM in the federation. This technology is a software which is to provide the core technology which was suggested by the United state's military M&S standard framework. Simulator, virtual simulation, and inter-connection between military weapons system S/W which executes on network which is M&S's core base technology, and it is a technology which also can be used for various inter-connection between S/W such as game and on-line phone. These days although RTI is used in military war game or tactical training unit field, there is none in Korea. Also, it is used in mobile-game, distribution game, net management, robot field, and other civilian field, but the number of examples are so small and informalized. Through this developing project, we developed the core technique and RTI software and provided performance of COTS level to improve communication algorithms.

A Study of a Virtual Reality Interface of Person Search in Multimedia Database for the US Defense Industry (미국 방위산업체 상황실의 인물검색 활동을 돕는 가상현실 공간 인터페이스 환경에 관한 연구)

  • Kim, Na-Young;Lee, Chong-Ho
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.67-78
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    • 2011
  • This paper introduces an efficient and satisfactory search interface that enables users to browse and find the video data they want from a massively huge video database widely used in various multimedia environment. The target user group is information analysts at US defense industry or governmental intelligence agencies whose job is to identify a certain person from a lot of video footage taken from CCTV(Closed-circuit Television) cameras. For the first user test, we suggested the CAVE-like virtual reality interface to be the most optimal for the tasks we designed for, so we compared this interface with desktop interface. The softwares and database developed and optimized for each task were used in this user test. For the second user test, we researched on what input devices would be most optimal for enhancing efficiency of search task in the CAVE-like virtual reality system. Especially we focused our effort on measuring the effectiveness and user satisfaction of three different types of devices that embody gestural interface input system that encourages users' ergonomic control of the interface. We also measured the time consumed for performing each task to find out the most efficient input device among the ones tested.

Influences on Time and Spatial Characteristics of Soccer Pass Success Rate: A Case Study of the 2018 World Cup in Russia (시간과 공간적 특성에 따른 축구 패스 성공률 분석: 2018 러시아 월드컵 대회 자료를 중심으로)

  • Lee, Seung-Hun;Kim, Young-Hoon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.475-483
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    • 2021
  • The purpose of this study is to identify the temporal and spatial characteristics of pass accuracy by utilizing the second processing data and official records collected from the 2018 FIFA World Cup Russia video data. For a total of 128 games, the success rate of passes based on the results of the game, passing time, and passing position was two-way ANOVA with repeated measure. The results showed no difference between winning and losing groups, and no interaction effects were found for passing time and location. The difference in passing time was high in the first half, with the highest success rate in the middle of the first half (79.2%) and the middle of the second half (77.9%) in the 15~30 minutes and the 60~75 minutes. Pass success rates were in the order of defense-midfield area (83.9%), midfield-attack area (81.7%), defense area (70.6%) and attack area (61.1%). In conclusion, there was no difference in the passing success rate of the winning and losing teams depending on the characteristics of the relative competitive strength of the World Cup games, and it is believed that follow-up research is needed to analyze the game contents rather than the factors of the winning and losing in the future.

Wargame Simulator using Semantic Web Service (시멘틱 웹서비스를 이용한 워게임 시뮬레이터 제작)

  • Kim, Byoung-Chul;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.183-189
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    • 2008
  • The next-generation war game simulators need a technique that reuses resources disperse on the web, and reorganizes federates on the fly based on the various events in real time. So far, HLA-based federates limit their interoperability to military networks, and in syntax-level. Web services techniques are widely used in enterprise applications and provide many proven practices to extend interoperability between WAN resources in semantic level. Two problems are met in order to utilize web services into war-game simulator : 1) How to achieve semantic-level interoperability between federates disperse on WAN, 2) How to interoperate web-based federates and RTI-based federates. In this paper, we provide solutions to the problems and highlight advantages using web-based federates with an example of ASuW(Anti-Surface Warfare).

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Design a Platform for Balancing Mutual Values between Objects (객체들 간의 상호 가치 균형을 위한 플랫폼 설계)

  • Kim, Bong-Han
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.241-248
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    • 2017
  • There are various problems in the process of developing the game. Especially, there is a lot of problems in testing the balance of the value of each object. This causes problems such as an increase in development cost and a delay in development time. Therefore, if there is a tool or simulator that can test the mutual value balance of each object in advance, this problem can be solved. However, currently there are few simulators, tools, and platforms that can analyze and evaluate the mutual value balance between these objects. In this paper, I designed a platform to evaluate and test the mutual value balance between these objects based on mock battle. The designed platform tests and evaluates the abilities of each object according to their attack and defense strengths. So, this reduces development costs and shortens development time.