• Title/Summary/Keyword: Game server

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Expert Review and Analysis of the Game's Testing Process -Focus on balance testing- (게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-)

  • Lee, Yoon-Yim;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1013-1018
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    • 2022
  • Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user's activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services.

A Design and Implementation of Game Ranking Service Using Parse Server Platform (Parse Server 기반의 게임 랭킹 서비스 설계 및 구현)

  • Lee, Sang-Min;Lee, Yeun-Su;Kim, Cheong Ghil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.26-28
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    • 2019
  • Parse Server는 오픈소스 백엔드 서비스를 제공함으로 IoT 최적의 서비스 플랫폼이며, 개발자에게 프론트 엔드 개발 집중이 가능하도록 일련의 도구를 제공한다. 본 논문에서는 교육용 활용 사례 개발을 위해 Parse Server를 오픈소스 기반의 게임과 연동하여, 게임 랭킹 서비스 시스템 구현을 통해 IoT 시스템 프로그래밍 교육 콘텐츠로의 가능성 확인을 목표로 한다. 구현 결과는 게임 랭킹의 변화를 Parse Dashboard를 통하여 확인하였다.

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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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.

Automatic Allocation Technique of Outdoor Advertising in FPS Game (FPS 게임의 시가지 맵에서 옥외광고 자동 배치 기법)

  • Kim, Dong-Ryong;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.69-78
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    • 2016
  • Outdoor ads such as billboards, banners or posters frequently appears in street maps of FPS games. In this paper, we propose a method for the automatic placement of outdoor advertising in the city area of FPS games. Outdoor ads are from real world products or enterprises and they are managed in a server computer. If the ads data are updated, the advertisements are automatically placed again without modifying source codes. When placing ads, we utilize the real world location of the game player regarding commercial spheres of ads and service types of real world shops. We evaluate priority scores for the available ads based on the collected real world properties and higher priority ads are preferentially placed on the map. The proposed ad placement method makes the game players feel affinity for the placed ads and also it increases the advertising effect.

Development of Hoseo 3D Online Game Engine (호서 3D 온라인 게임 엔진 개발 사례 연구)

  • Kim, Kyung-Sik;Chang, Hee-Dong;Choi, Sam-Ha;Park, Woo-Seung;Kang, Jong-Ho;Oh, Jeong-Heon
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.56-63
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    • 2003
  • This research is a result of the study of 3D online game engine supported by korea science foundation in third year. The 3D engine and server engine have been upgraded from those in second year. A demonstration game has been made using our engines. Source codes of our engines have been distributed to several research centers for analysis and evaluations. The methodology of game development using our engines is described as well as the efficiency of our engines. In this paper, features and performance of the proposed engines are described as well as the methodology of utilizing the engines.

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A Study on Implementation of On-Line Gaming Server applying an Object Polling Scheme (객체폴링기법을 적용한 온라인 게임서버의 구현에 관한 연구)

  • Kim, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.19-24
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    • 2009
  • When a dynamic method is applied at the time of occurrence of an client's connection request for most of the online gaming server engine, the gaming server is processing a session connection, it's initialization. Yet, such a method will cause a lot of loading and bottle-neck in the gaming server at the same time. Therefore we propose the object polling scheme to minimizes a memory fragmentation and loading of the initialization on the client using a static allocation method for an efficient On-lin gaming serverin this paper. We implement the gaming server applying to our proposed scheme, and we show an improvement in our proposed scheme by performance analysis in this paper.

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An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

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.

The Collision Processing Design of an Online Distributed Game Server (온라인 분산게임 서버의 충돌처리 설계)

  • Lee Sung-Ug
    • The Journal of the Korea Contents Association
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    • v.6 no.1
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    • pp.72-79
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    • 2006
  • Recently, a MMORPG(Massively Multi-play Online Role Playing Game) has built distribute server by Seamless world. This paper proposes an efficient collision detection method. DLS is used to dynamically adjust spatial subdivisions in each the boundary regions of distribute server We use an index table to effectively utilize the relationships between in the nodes and can perform the collision detection efficiently by reconstructing nodes of the tree. Also, we maintain the information for the boundary region to efficiently detect the collections and adjust the boundary regions between distributed servers by using DLS. As the DLS uses pointers, the information for each server is not needed and the boundary regions between the distributed servers are efficiently searched. Using node index points, the construction table can be made to find between ray and neighborhood node, In addition, processes for Network traffic reduce because a copy of the boundary regions is not needed when a object moves with realtime.

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