• Title/Summary/Keyword: Internet Game

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Evolutionary game theory-based power control for uplink NOMA

  • Riaz, Sidra;Kim, Jihwan;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.6
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    • pp.2697-2710
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    • 2018
  • Owing to the development of Internet of Things (IoT), the fifth-generation (5G) wireless communication is going to foresee a substantial increase of mobile traffic demand. Energy efficiency and spectral efficiency are the challenges in a 5G network. Non-orthogonal multiple access (NOMA) is a promising technique to increase the system efficiency by adaptive power control (PC) in a 5G network. This paper proposes an efficient PC scheme based on evolutionary game theory (EGT) model for uplink power-domain NOMA system. The proposed PC scheme allows users to adaptively adjusts their transmit power level in order to improve their payoffs or throughput which results in an increase of the system efficiency. In order to separate the user signals, a successive interference cancellation (SIC) receiver installed at the base station (BS) site. The simulation results demonstrate that the proposed EGT-based PC scheme outperforms the traditional game theory-based PC schemes and orthogonal multiple access (OMA) in terms of energy efficiency and spectral efficiency.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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Optimal Network Defense Strategy Selection Based on Markov Bayesian Game

  • Wang, Zengguang;Lu, Yu;Li, Xi;Nie, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5631-5652
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    • 2019
  • The existing defense strategy selection methods based on game theory basically select the optimal defense strategy in the form of mixed strategy. However, it is hard for network managers to understand and implement the defense strategy in this way. To address this problem, we constructed the incomplete information stochastic game model for the dynamic analysis to predict multi-stage attack-defense process by combining Bayesian game theory and the Markov decision-making method. In addition, the payoffs are quantified from the impact value of attack-defense actions. Based on previous statements, we designed an optimal defense strategy selection method. The optimal defense strategy is selected, which regards defense effectiveness as the criterion. The proposed method is feasibly verified via a representative experiment. Compared to the classical strategy selection methods based on the game theory, the proposed method can select the optimal strategy of the multi-stage attack-defense process in the form of pure strategy, which has been proved more operable than the compared ones.

Spectrum Allocation based on Auction in Overlay Cognitive Radio Network

  • Jiang, Wenhao;Feng, Wenjiang;Yu, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.9
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    • pp.3312-3334
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    • 2015
  • In this paper, a mechanism for spectrum allocation in overlay cognitive radio networks is proposed. In overlay cognitive radio networks, the secondary users (SUs) must first sense the activity of primary users (PUs) to identify unoccupied spectrum bands. Based on their different contributions for the spectrum sensing, the SUs get payoffs that are computed by the fusion center (FC). The unoccupied bands will be auctioned and SUs are asked to bid using payoffs they earned or saved. Coalitions are allowed to form among SUs because each SU may only need a portion of the bands. We formulate the coalition forming process as a coalition forming game and analyze it by game theory. In the coalition formation game, debtor-creditor relationship may occur among the SUs because of their limited payoff storage. A debtor asks a creditor for payoff help, and in return provides the creditor with a portion of transmission time to relay data for the creditor. The negotiations between debtors and creditors can be modeled as a Bayesian game because they lack complete information of each other, and the equilibria of the game is investigated. Theoretical analysis and numerical results show that the proposed auction yields data rate improvement and certain fairness among all SUs.

A Study of the Mimesis in Internet Online Video Game Apparel Design (인터넷 온라인게임 의상디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.1-17
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    • 2011
  • Ever since Homeros in Greece, Mimesis was thought to be an art that imitates nature, especially the classicism of nature. Mimetic theories were used in the artworks in the era of the Renaissance, and the terminology 'mimesis' replaced the idea of originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in Online video game apparel design. For this purpose, I researched different theories of 'mimesis' and applied them to Online video game apparel designs. The research was conducted using various books on aesthetics and fashion, and demonstrative studies were processed by analyzing photos from Internet video game websites. In the history of aesthetics, the term mimesis is divided into three categories: external, internal and multiple mimesis. External mimesis represented the historical point of view in the design, which showed the beauty of the ancient times. Internal mimesis displayed the metaphorical symbols of religion, character, psychology, sexuality and fear. Multiple mimesis was the hybrid and the distortion of the different aspects of mimesis. Applying this research on mimesis and expressing them in Online video game design may be an excellent method for understanding human aesthetics in video game apparels.

A Flexible Network Access Scheme for M2M Communications in Heterogeneous Wireless Networks

  • Tian, Hui;Xie, Wei;Xu, Youyun;Xu, Kui;Han, Peng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3789-3809
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    • 2015
  • In this paper, we deal with the problem of M2M gateways' network selection for different types of M2M traffic in heterogeneous wireless networks. Based on the difference in traffic's quality of service (QoS) requirements, the M2M traffic produced by various applications is mainly classified as two categories: flexible traffic and rigid traffic. Then, game theory is adopted to solve the problem of network-channel selection with the coexistence of flexible and rigid traffic, named as flexible network access (FNA). We prove the formulated discrete game is a potential game. The existence and feasibility of the Nash equilibrium (NE) of the proposed game are also analyzed. Then, an iterative algorithm based on optimal reaction criterion and a distributed algorithm with limited feedback based on learning automata are presented to obtain the NE of the proposed game. In simulations, the proposed iterative algorithm can achieve a near optimal sum utility of whole network with low complexity compared to the exhaustive search. In addition, the simulation results show that our proposed algorithms outperform existing methods in terms of sum utility and load balance.

A Novel Kernel SVM Algorithm with Game Theory for Network Intrusion Detection

  • Liu, Yufei;Pi, Dechang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4043-4060
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    • 2017
  • Network Intrusion Detection (NID), an important topic in the field of information security, can be viewed as a pattern recognition problem. The existing pattern recognition methods can achieve a good performance when the number of training samples is large enough. However, modern network attacks are diverse and constantly updated, and the training samples have much smaller size. Furthermore, to improve the learning ability of SVM, the research of kernel functions mainly focus on the selection, construction and improvement of kernel functions. Nonetheless, in practice, there are no theories to solve the problem of the construction of kernel functions perfectly. In this paper, we effectively integrate the advantages of the radial basis function kernel and the polynomial kernel on the notion of the game theory and propose a novel kernel SVM algorithm with game theory for NID, called GTNID-SVM. The basic idea is to exploit the game theory in NID to get a SVM classifier with better learning ability and generalization performance. To the best of our knowledge, GTNID-SVM is the first algorithm that studies ensemble kernel function with game theory in NID. We conduct empirical studies on the DARPA dataset, and the results demonstrate that the proposed approach is feasible and more effective.

Balancing Fun and Learning through a User Interface: A Case Study of Wii Game

  • Kim, Si Jung;Lee, Kichol;Park, Yeonjeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3638-3653
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    • 2019
  • Designing a user interface is important because the user interface determines the level of physical and mental engagement of the user resulting in their level of learning. This paper investigated how physical engagement through a different user interfaces is associated with fun and learning and presented a theoretical physical engagement model called, PEM, developed based on an empirical user study. The PEM model describes how a game user interface is associated with the level of fun and learning, particularly in playing a full body engaged game. There are many different types of games but the Wii Tennis, an embodied interactive game, was chosen as an instance of full body engaged game. A user study with 32 participant's age ranged from 21 to 40 years old revealed that there is a positive correlation between both fun and learning and the level of physical engagement through two different user interfaces. The results of the study showed that the extent of fun and learning are associated with the physical engagement of the player through an interface. As an implication from the study, the result recommend that the level of user engagement is realized by an effective user interface, and the level of physical engagement is determined by the level of authenticity bridged by the user interface.

Design and Implementation of Serious Game based on AVR Microcontrollerin Virtual Serial Ports (가상 시리얼 포트에서 AVR 마이크로콘트롤러를 기초로 한 기능성 게임의 설계 및 구현)

  • Ko, YoungHyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.105-109
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    • 2012
  • This paper proposed a method which enabled the designing and implementation of a serious game based on AVR microcontroller on a virtual serial port before making the actual circuit by performing simulation, and which made it possible to develop a serious game. The implemented serious game implemented a mole game which can be enjoyed by one person, a love game with which a male gamer and a female gamer can play, and a marathon game in which a gamer can run the marathon while listening to cheerful music and looking at a region he/she wants to visit. The development of a microcontroller device that provides those functions showed that not only does the device make it possible to develop games more easily and conveniently through the implementation of a game using virtual serial communications with a board designed by an ISIS simulator, but also it reduces trials and errors during game development.