• Title/Summary/Keyword: GAME

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Prediction-based Dynamic Thread Pool System for Massively Multi-player Online Game Server

  • Ju, Woo-Suk;Im, Choong-Jae
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.876-881
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    • 2009
  • Online game servers usually has been using the static thread pool system. But this system is not fit for huge online game server because the overhead is always up-and-down. Therefore, in this paper, we suggest the new algorithm for huge online game server. This algorithm is based on the prediction-based dynamic thread pool system. But it was developed for web servers and every 0.1 seconds the system prediction the needed numbers of threads and determine the thread pool size. Some experimental results show that the check time of 0.4 seconds is the best one for online game server and if the number of worker threads do not excess or lack to the given threshold then we do not predict and keep the current state. Otherwise we apply the prediction algorithm and change the number of threads. Some experimental results shows that this proposed algorithm reduce the overhead massively and make the performance of huge online game server improved in comparison to the static thread pool system.

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Performance Analysis of Pursuit-Evasion Game-Based Guidance Laws

  • Kim, Young-Sam;Kim, Tae-Hun;Tahk, Min-Jea
    • International Journal of Aeronautical and Space Sciences
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    • v.11 no.2
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    • pp.110-117
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    • 2010
  • We propose guidance laws based on a pursuit-evasion game. The game solutions are obtained from a pursuit-evasion game solver developed by the authors. We introduce a direct method to solve planar pursuit-evasion games with control variable constraints in which the game solution is sought by iteration of the update and correction steps. The initial value of the game solution is used for guidance of the evader and the pursuer, and then the pursuit-evasion game is solved again at the next time step. In this respect, the proposed guidance laws are similar to the approach of model predictive control. The proposed guidance method is compared to proportional navigation guidance for a pursuit-evasion scenario in which the evader always tries to maximize the capture time. The capture sets of the two guidance methods are demonstrated.

A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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Designed and Implementation of Flash Game Interface based on PC Games (PC게임에서의 플래시 기반 게임 인터페이스 설계 및 구현)

  • Mun, Sung-Won;Han, Sung-Ho;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.85-91
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    • 2009
  • In the recent development of 3D game, the importance of the game interface as well as the amusement and performance of the game is highlighted. Considering the fact that the flash can easily express the various multimedia contents will provide new possibilities and improve the presentation of game interfaces, the system using the flash in 3D PC game interface was designed and tested in this paper.

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Development of a Chair-Type Controller (의자형 게임컨트롤러 개발)

  • Oh, Seong-Suk;Jung, Hyun-Wook;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.47-55
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    • 2010
  • In this research, a chair type game controller has been developed. We implement pressure sensors on a chair so that user's whole body movements can be signalized. The signals linked to a game system. This process occurs a meaningful exercise effect. Because users can play exergame setting on the chair type game controller, it is reduces risk of physical injury such as falling down and the Joint pressure compared existing exergame controllers. Based on the advantages of seating, elderly and obese can be provided appropriate exergame.

A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • v.7 no.3
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

THE CORES OF PAIRED-DOMINATION GAMES

  • KIM, HYE KYUNG
    • East Asian mathematical journal
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    • v.31 no.5
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    • pp.717-725
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    • 2015
  • Velzen introduced the rigid and relaxed dominating set games and showed that the rigid game being balanced is equivalent to the relaxed game being balanced in 2004. After then various variants of dominating set games were introduced and it was shown that for each variant, a rigid game being balanced is equivalent to a relaxed game being balanced. It is natural to ask if for any other variant of dominating set game, the balancedness of a rigid game and the balancedness of a relaxed game are equivalent. In this paper, we show that the answer for the question is negative by considering the rigid and relaxed paired-domination games, which is considered as a variant of dominating set games. We characterize the cores of both games and show that the rigid game being balanced is not equivalent to the relaxed game being balanced. In addition, we study the cores of paired-dominations games on paths and cycles.

The Demand Forecasting of Game Products by Bass Model (Bass모델을 응용한 게임제품의 수요예측)

  • Lee, Ji-Hun;Jung, Heon-Soo;Kim, Hyoung-Gil;Jang, Chang-Ik
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.34-40
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    • 2004
  • This study introduces and empirically test the validity of Bass model that helps demand forecasting of new game products. The application of Bass model to new game products show that Bass model predicts the demand of new game accurately. In particular, it showed very good predictability of on-line game products.

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Avoiding Trial-and-Error based Elements for Game Scripting (게임 스크립트를 위한 시행착오 회피 요소)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.19-28
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    • 2014
  • Scripting is often used in games for novices at programming to enable implementation of the game. In this paper we examine the trial-and-error elements taken to implement game programming and identify the useful features for game scripting. This paper presents complemental elements based on avoiding trial-and-error, and discusses complementary statements implementation of this proposal, where the complementary statements were written in C# on Unity3D engine. The approach is compared and contrasted to the existing approach.

A Study on A Proposal of Gaia Game Architecture With Ontology (온톨로지를 이용한 가이아 게임 아키텍처 제안에 관한 연구)

  • Yooun Ho-Chang;Jeon Hong-Jun;Oh Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.221-228
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    • 2005
  • As the development of game graphic technology, games include many characters and various virtual worlds. In this paper we proposed the architecture which can make efficient game world through ontology technology. We applied Gaia theory to this architecture. And this game world can have ecological feedback structure. So we proposed the Gaia game architecture which can increase the interaction between user and game world.

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