• Title/Summary/Keyword: Game Balancing

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Efficient Distributed Processing Scheme for Load Balancing of MMORPG Servers (MMORPG 서버의 부하균등화를 위한 효율적인 분산처리 기법)

  • Jang, Su-Min;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.69-75
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    • 2007
  • In this paper, we propose a new distributed processing scheme to support MMORPG (Massively Multiplayer Online Role-Playing Games). But existing distributed game servers have some problems such as hotspot, congestion, server failure problems, and so on. To solve such problems, our proposed scheme begins by splitting the large virtual world into smaller regions, each region handled by a different server. We present a scheme that reduces the bandwidth requirements for both game servers and clients. Also our scheme allows seamless interaction among players residing on areas handled by different servers. We show an excellence of the proposed solution through various experiments.

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

Load Balancing in Seamless Game with MigAgent (MigAgent를 이용한 Seamless 게임에서의 부하 분산)

  • Kim, Beob-Kyun;Jang, Hang-Jin;You, Kang-Soo
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.51-62
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    • 2006
  • The load of this kind of gores, which is heavier than that of any other precedent, and on enormous seamless virtual world characterize the MMORPG(Massively Multiplayer Online Role-Playing Game) genres. In this seamless environment, gamers can usually accept a set of independent spaces, which is being held by independent game servers, os a single big virtual world. Despite the efforts of some developers, gamers are suffered from huge message traffic which comes from the interaction between client and server and the interaction between fold sowers. In this paper, new gore server architecture using MigAgent is proposed which tries to reduce message traffic. Usually, message traffic reaches the climax when a PC(Player Character) is moving to other field server. MigAgent, designed in this thesis, tries to manage this kind of PCs and to ploy o role of user's agent to prepare for the unexpected situation. Improvement of this system is shown by the analysis of the effect of the size ratio of AOI (Area of Interest) and AC (Adjacent Cell).

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Combing data representation by Sparse Autoencoder and the well-known load balancing algorithm, ProGReGA-KF (Sparse Autoencoder의 데이터 특징 추출과 ProGReGA-KF를 결합한 새로운 부하 분산 알고리즘)

  • Kim, Chayoung;Park, Jung-min;Kim, Hye-young
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.103-112
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    • 2017
  • In recent years, expansions and advances of the Internet of Things (IoTs) in a distributed MMOGs (massively multiplayer online games) architecture have resulted in massive growth of data in terms of server workloads. We propose a combing Sparse Autoencoder and one of platforms in MMOGs, ProGReGA. In the process of Sparse Autoencoder, data representation with respect to enhancing the feature is excluded from this set of data. In the process of load balance, the graceful degradation of ProGReGA can exploit the most relevant and less redundant feature of the data representation. We find out that the proposed algorithm have become more stable.

Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec (확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석)

  • Kim, Taekyung;Son, Wonseok;Jeon, Seongmin
    • Journal of Information Technology Services
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    • v.20 no.2
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    • pp.77-90
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    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

A Research on Implementation of Load Balancing Middleware for the Online Game Server (온라인 게입 서버를 위한 부하 분산 미들웨어의 구현에 대한 연구)

  • 신동일;신동규;김민수;장재흥;윤현숙;이정훈;한창완
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.178-180
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    • 2000
  • 오늘날 온라인 게임은 TCP망을 이용하여 동시에 수백에서 수천명이 접속하여 게임을 증길 수 있는 클라이언트/서버 모델의 표준이지만 서버에 접속하는 클라이언트의 수가 증가함에 따라 나타나는 많은 문제점을 가지고 있다. 본 논문에서는 기존 네트웍 게임 엔진 구조적 단점을 보완한 3-tier 방식을 적용한 분산 네트웍 게입 서버를 위한 부하 분산기의 연구 및 개발에 대하여 서술한다. 이 시스템은 클라이언트/서버 모델의 2-tier 방식에서 오는 클라이언트 수 증가에 따른 네트웍 부하 가중에 대한 처리 문제와, 분산된 2-tier 방식을 적용한 서버에서 각 서버간의 통신, 데이터 공유에 대한 문제 등을 다루고 이에 대한 해결책으로 3-tier 방식을 적용하여 클라이언트/서버 사이에 각 서버의 사용자나 이동되는 데이터를 분산하고 모니터링하는 부하 분산기 시스템을 적용하여 위와 같은 문제점을 해결하였다.

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Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

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.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.