• Title/Summary/Keyword: Game server

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A research on improving client based detection feature by using server log analysis in FPS games (FPS 게임 서버 로그 분석을 통한 클라이언트 단 치팅 탐지 기능 개선에 관한 연구)

  • Kim, Seon Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1465-1475
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    • 2015
  • Cheating detection models in the online games can be divided into two parts. The one is on client based model, which is designed to detect malicious programs not to be run while playing the games. The other one is server based model, which distinguishes the difference between benign users and cheaters by the server log analysis. The client based model provides various features to prevent games from cheating, For instance, Anti-reversing, memory manipulation and so on. However, being deployed and operated on the client side is a huge weak point as cheaters can analyze and bypass the detection features. That Is why the server based model is an emerging way to detect cheating users in online games. But the simple log data such as FPS's one can be hard to find validate difference between two of them. In this paper, In order to compensate for the disadvantages of the two detection model above, We use the existing game security solution log as well as the server one to bring high performance as well as detection ratio compared to the existing detection models in the market.

Automated Testing of Online Game Servers by Agents (에이전트에 의한 온라인게임 서버 테스트 자동화)

  • Lee Hun-Joo;Jung Yong-Woo;Lim Bum-Hyun;Shim Kwang-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.5B
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    • pp.405-412
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    • 2006
  • In this paper, we present an efficient method for simulating massively virtual clients in an online game environment. Massively multi-player online games and other multi-user based networked applications are becoming more attractive to the gamer players. Such kind of technology has long been researched in the area called Networked Virtual Environments. In the game development process, a set of beta tests is used to ensure the stability of online game servers. A set of testing processes consumesa lot of development resources such as cost, time, and etc. The purpose of VENUS system is to provide an automated beta test environment to the game developers to efficiently test the online games to reduce development resources.

A Probability based Message Synchronization Mechanisms for Massively Multi-Player Online Game (대용량 온라인 게임을 위한 확률 기반 메시지 동기화 기법)

  • Yun, Chung-Ha;Paik, Du-Won
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.33-38
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    • 2005
  • In the online game that thousands of participants connect to a game world by using Internet simultaneously, participants of the game world may have different hardwares and network environments, and messages of participants should be synchronization. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering features of the MMOFPS game and the probability of interaction among participants. We implement the proposed method and perform experiments for the performance evaluation.

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Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

A Study of Cheater Detection in FPS Game by using User Log Analysis (사용자 로그 분석을 통한 FPS 게임에서의 치팅 사용자 탐지 연구: 인공 신경망 알고리즘을 중심으로)

  • Park, Jung Kyu;Han, Mee Lan;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.177-188
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    • 2015
  • In-game cheating by the use of unauthorized software programs has always been a big problem that they can damage in First Person Shooting games, although companies operate a variety of client security solutions in order to prevent games from the cheating attempts. This paper proposes a method for detecting cheaters in FPS games by using game log analysis in a server-side. To accomplish this, we did a comparative analysis of characteristics between cheaters and general users focused on commonly loaded logs in the game. We proposed a cheating detection model by using artificial neural network algorithm. In addition, we did the performance evaluation of the proposed model by using the real dataset used in business.

Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

Implementation of VR Multi-games using Photon Network, 'Arcade VR Battle' (포톤 네트워크를 이용한 VR 멀티게임 구현, 'Arcade VR Battle')

  • Han-Moi Shim;Jun-Han Shin;Geon Namgung;Min-Woong Lee;Yong-Sik Kwak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.467-468
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    • 2023
  • 현재 게임 시장에서 VR 게임이 가지는 영향력은 점차 증가하는 추세이다. 기존의 VR게임들은 대부분 Multi-Play를 지원하지 않는다. 이에 따라 본 논문에서는 Photon Network와 XR Plugin을 사용하여 2명의 플레이어가 함께 즐길 수 있는 Arcade 장르의 VR 경쟁 Multi-Game을 구현하였다. 이에 필요한 서버는 리슨 서버 방식으로 Master Client가 게임을 시작하면, Game에 참가한 다른 Client Player는 Photon Network의 RPC 기능을 사용하고 Player의 동작, Game 진행 상황 등을 실시간으로 Server에 동기화하여 Multi-Play게임을 할 수 있다.

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An Effective Shared-Slate Management using Network Delay Estimation in Client-Sewer-Based Networked Virtual Environment (클라이언트-서버기반 분산가상환경에서의 지연예측을 통한 효율적 공유상태관리)

  • 심광현;최병태;김종성;오원근
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.189-192
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    • 2000
  • This paper presents a new DR(Dead Reckoning) algorithm in client-server-based networked virtual environment using network delay estimation. In the algorithm, a new update packet is sent to server (or client) whenever the difference of current real value and tracking value after network delay is larger than threshold. To confirm the proposed algorithm, a test network game was implemented. Through iterative field tests, we knew that this algorithm provides fair service and stability.

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The Configuration of the Network Game Portal Site Supporting Multi-Platform (다중 플랫폼을 지원하는 네트워크 게임 포털 사이트 구성)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.119-126
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    • 2003
  • This study suggests the configuration of network game portal site supporting multi-platform that indicates different types of games so called Game Omphalos or simply Gamphalos. In general, the existing game Portal site only put the different games together and operates each game separately. But, not only the Gamphalos system can play the various games in a portal site but also integrates the data of different games for inter-working among them. To do this, the Gamphalos System consists of two main parts. The one is Global Game Control Center (GGCC) for integrated management of n and game data. And the other part it Local Game Control Center (LGCC) that serves as a game server for each game. The game user who becomes a member of the Gamphalos System can get more Points and grow rapidly than others because all the game data can be integrated and accumulated in a Gamphalos system.