• Title/Summary/Keyword: Game DB

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A Development of Game Scenario Authoring Tool (게임 시나리오 저작도구의 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.29-39
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    • 2009
  • Game scenarios are playing more important role as much as games are getting more sophisticated and expanded in their applications. However, general-purpose tools for production of game scenarios are still not developed. There are similar tools for the production of films or dramas and simple tools for the development of UCG. However, analysis about them shows that they are not suitable for the production of game scenarios. In this paper, we are to develop game scenario authoring tool called 'UMa' suitable for game production and easy to use. UMa is composed of synopsis entry, quest entry, DB entry, communication, display, and control component. Since UMa provides templates to make synopsis, quest, and DB, users can produce them very easily. Especially, characters and items DB are stored independently so that they may be reused to the production of scenarios for follow-up or another game. Using UMa, users can write game scenarios more easily and quickly and cooperate with each other at the same time by Web.

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A Study on the Method for Converting the Unit Database from Training-model into Analysis-model : Focused on the 'Chang-Jo21' and 'Vision21' model (훈련용 워게임 모델의 부대 DB를 분석용 워게임 모델에 재사용하기 위한 변환방법 연구 : 창조21모델과 비전21모델을 중심으로)

  • Lee, Yong-Bok;Park, Min-Hyoung;Kim, Yeek-Hyun
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.159-167
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    • 2019
  • In the field of defense M&S, we are actively pursuing researches that interoperable multiple war game models to simulate various combat environments at the same time. Although the 'unit DB(Database)' for operating the war game models is originated from the identical data, it has been recognized that the method of expressing the attribute of the data is different and the cross reference is impossible. As a result, it makes unnecessary time and effort in establishing the same unit DB in the organizations that operate the war game model. In this study, a method of reusing the unit DB of the training war game model to the analysis war game model with similar resolution and simulated logic was applied to the actual field. For this purpose, we defined the procedure for converting the unit DB by analyzing metadata of the 'Chang-Jo21', a combat training model for corps and division, and the 'Vision21', an analysis model for corps and division operation plan. And we introduced an algorithm that can map different metadata of two unit DBs. This study was meaningful as the first attempt to map and integrate heterogeneous metadata semantically for the reuse of unit DB between different war game models in defense M&S field. Also, it provided implications for the necessity of paradigm shift that reuse of the unit DB between two different war game models is possible and the need for standardization of the unit DB metadata in the defense M&S filed.

Design technique of Game DB optimized with Android-base (안드로이드 기반의 최적화된 게임DB 설계기법)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.465-468
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    • 2012
  • The growth speed of the industry of national smart phone game service has become faster and the its economical and cultural effect has increased steadily these days. The DB design for data perpetuation in C/S MMO which has accumulated data a lot and many simultaneous plays like smart phone games is very important. This paper, mindful of the operation and the scalability suitable for android OS, by utilizing RDBMS, enabling very short, many transactions, their complexity, and a large amount of game data process, suggests fully-qualified MMORPG game DB design techniques widely availabe for more than online game industries.

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A Study on Design Techniques of Gaming Service Architecture with Android-base (안드로이드 기반의 게임서비스 아키텍처 설계기법에 관한 연구)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.11
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    • pp.2563-2568
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    • 2012
  • The growth speed of the industry of national smart phone game service has become faster and the its economical and cultural effect has increased steadily these days. The DB design for data perpetuation in C/S MMO which has accumulated data a lot and many simultaneous plays like smart phone games is very important. This paper, mindful of the operation and the scalability suitable for android OS, by utilizing RDBMS, enabling very short, many transactions, their complexity, and a large amount of game data process, suggests fully-qualified MMORPG game service architecture design techniques widely available for more than online game industries.

A MMORPG Game Scenario Development with Script DB (스크립트 DB를 이용한 MMORPG의 게임 시나리오 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.89-95
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    • 2006
  • The game has both directionalities that users are to choose and act accordingly. In this regard, the game scenario goes beyond just conveying the story, and trains users and guide them in playing the Same. However, this Same scenario is huge in size and every event is linked with each other so that it was rather difficult to have it made in practice. A study proposes that a script, the minimum unit, is built into a database, and based on which, quests are made, then the resulting quests are built back into a database. Scripts are classified into text, graphic and sound type and these are positioned in accordance with the quest structure. With this method, one can re-use the existing scenarios and can overcome the negatives of irregular qualities of scenarios.

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

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
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    • v.11 no.12
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    • pp.71-77
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    • 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.

Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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A Thought on Efficient Item Productions and Managements for MMORPG (MMORPG에서 아이템의 효과적인 제작 및 관리 방안에 대한 고찰)

  • Kim, In-Hong;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.61-66
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    • 2005
  • The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.

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A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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