• Title/Summary/Keyword: Multiplayer

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Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.157-163
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    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.

The electrochemical properties of PVD-grown WC-( $Ti_{1-x}$A $I_{x}$)N multiplayer films in a 3.5% NaCl solution

  • Ahn, S.H.;Yoo, J.H.;Kim, J.G.;Lee, H.Y.;Han, J.G.
    • Journal of the Korean institute of surface engineering
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    • v.34 no.5
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    • pp.435-444
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    • 2001
  • WC-( $Ti_{1-x}$ A $l_{x}$) N coatings of constant changing Al concentration were deposited on S45C substrates by high-ionization sputtered PVD method. The Al concentration could be controlled by using evaporation source for Al and fixing the evaporation rate of the metals (i.e, WC- $Ti_{0.86}$A $l_{0.14}$N, WC- $Ti_{0.72}$A $l_{0.28}$N, and WC- $Ti_{0.58}$A $l_{0.42}$N). The corrosion behavior of WC-( $Ti_{1-x}$ A $l_{x}$)N coatings in a deaerated 3.5% NaCl solution was investigated by electrochemical corrosion tests and surface analyses. The measured galvanic corrosion currents between coating and substrate indicated that WC- $Ti_{0.72}$A $l_{0.28}$N coating showed the best resistance of the coating tested. The results of potentiodynamic polarization tests showed that the WC- $Ti_{0.72}$A $l_{0.28}$N coating deposited with 32W/c $m^2$ of Al target revealed higher corrosion resistance. This indicated that the WC- $Ti_{0.72}$A $l_{0.28}$N coating is effective in improving corrosion resistance. In EIS, the WC- $Ti_{0.72}$A $l_{0.28}$N coating showed one time constant loop and increased a polarization resistance of coating ( $R_{coat}$) relative to other samples. Compositional variations of WC-( $Ti_{1-x}$ A $l_{x}$)N coatings were analyzed by EDS and XRD analysis was performed to evaluate the crystal structure and compounds formation behavior. Surface morphologies of the films were observed using SEM and AFM. Scratch test was performed to measure film adhesion strength.strength. adhesion strength.strength.

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Spatial Estimation of soil roughness and moisture from Sentinel-1 backscatter over Yanco sites: Artificial Neural Network, and Fractal

  • Lee, Ju Hyoung
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.125-125
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    • 2020
  • European Space Agency's Sentinel-1 has an improved spatial and temporal resolution, as compared to previous satellite data such as Envisat Advanced SAR (ASAR) or Advanced Scatterometer (ASCAT). Thus, the assumption used for low-resolution retrieval algorithms used by ENVISAT ASAR or ASCAT is not applicable to Sentinel-1, because a higher degree of land surface heterogeneity should be considered for retrieval. The assumption of homogeneity over land surface is not valid any more. In this study, considering that soil roughness is one of the key parameters sensitive to soil moisture retrievals, various approaches are discussed. First, soil roughness is spatially inverted from Sentinel-1 backscattering over Yanco sites in Australia. Based upon this, Artificial Neural Networks data (feedforward multiplayer perception, MLP, Levenberg-Marquadt algorithm) are compared with Fractal approach (brownian fractal, Hurst exponent of 0.5). When using ANNs, training data are achieved from theoretical forward scattering models, Integral Equation Model (IEM). and Sentinel-1 measurements. The network is trained by 20 neurons and one hidden layer, and one input layer. On the other hand, fractal surface roughness is generated by fitting 1D power spectrum model with roughness spectra. Fractal roughness profile is produced by a stochastic process describing probability between two points, and Hurst exponent, as well as rms heights (a standard deviation of surface height). Main interest of this study is to estimate a spatial variability of roughness without the need of local measurements. This non-local approach is significant, because we operationally have to be independent from local stations, due to its few spatial coverage at the global level. More fundamentally, SAR roughness is much different from local measurements, Remote sensing data are influenced by incidence angle, large scale topography, or a mixing regime of sensors, although probe deployed in the field indicate point data. Finally, demerit and merit of these approaches will be discussed.

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

Face Recognition based on Hybrid Classifiers with Virtual Samples (가상 데이터와 융합 분류기에 기반한 얼굴인식)

  • 류연식;오세영
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.19-29
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    • 2003
  • This paper presents a novel hybrid classifier for face recognition with artificially generated virtual training samples. We utilize both the nearest neighbor approach in feature angle space and a connectionist model to obtain a synergy effect by combining the results of two heterogeneous classifiers. First, a classifier called the nearest feature angle (NFA), based on angular information, finds the most similar feature to the query from a given training set. Second, a classifier has been developed based on the recall of stored frontal projection of the query feature. It uses a frontal recall network (FRN) that finds the most similar frontal one among the stored frontal feature set. For FRN, we used an ensemble neural network consisting of multiple multiplayer perceptrons (MLPs), each of which is trained independently to enhance generalization capability. Further, both classifiers used the virtual training set generated adaptively, according to the spatial distribution of each person's training samples. Finally, the results of the two classifiers are combined to comprise the best matching class, and a corresponding similarit measure is used to make the final decision. The proposed classifier achieved an average classification rate of 96.33% against a large group of different test sets of images, and its average error rate is 61.5% that of the nearest feature line (NFL) method, and achieves a more robust classification performance.

The Research about Role Area of RT in Digital Environment - Centers on PACS Workplace -

  • Jung, Young-Tae;Park, Bum-Jin;Son, Gi-Gyeong;Jung, Jae-Ho;Kang, Hee-Doo
    • Korean Journal of Digital Imaging in Medicine
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    • v.13 no.1
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    • pp.13-20
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    • 2011
  • Now a days in our society, occupation boundaries have become blurred, and come into the limelight in the prior occupation or miss about new workplace. Medical area is no exception also, So we face urgent problem about protecting and spreading RT work-sphere simultaneously. This research allow to identify on RT role area of digital environment that is obscure profession-realm specially, and open up a new field hereafter. We examined present RT role area of digital environment in the more than thirty medical facility(general or university hospital) through questionnaire/visit survey from PACS administrator. Survey sentence comprises total 29 sentence over all main quadrisection-(eX. hospital formation & treatment state and PACS team composition & organization and PACS team workplace and PACS team daily workload), We performed comparative analysis in general contents perspectively. further more, divided main 5 section based on upper analysis and then manufactured output in consideration of each medical facility's operation state. There are comparative problem of hospital policy, So we maintained information security of each facility exhaustively. First, we separated a survey output into main 5 section as follows-(eX. PACS server & maintenance manage, Client/interlock manage, PACS data conversion, 3D reconstruction, PACS data im/export)-that received by 35 medical facility. And then manufactured output with comparative analysis about RT role area each section, general IT managing team about medical environment was out of existence that fill up with RT manpower in the surveyed medical facility consequently. What is worse, hospitals that entirely fill up with another worker were 3 place amazingly. Our specific statistic results show, the respondents was 63% that agree with reorganization of formation base on independence team, and supplement of the personnel average -continuous with upper agreement simply-was about 2.64. Further more, if reorganization break out with only RT manpower, quota TO will increase by geometric progression. Protecting and spreading role workplace is much accounted of the our inevitable project surely and more than 95% PACS administrator's have confidence in this proposition unconditionally. Henceforth, look forward to meeting the RT vision of many-sided multiplayer, based on acquire a specialized IT knowledge actively and open up a new work-field with frontier spirit.

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Behavior Pattern Modeling based Game Bot detection (행동 패턴 모델을 이용한 게임 봇 검출 방법)

  • Park, Sang-Hyun;Jung, Hye-Wuk;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.3
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    • pp.422-427
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    • 2010
  • Korean Game industry, especially MMORPG(Massively Multiplayer Online Game) has been rapidly expanding in these days. But As game industry is growing, lots of online game security incidents have also been increasing and getting prevailing. One of the most critical security incidents is 'Game Bots', which are programs to play MMORPG instead of human players. If player let the game bots play for them, they can get a lot of benefic game elements (experience points, items, etc.) without any effort, and it is considered unfair to other players. Plenty of game companies try to prevent bots, but it does not work well. In this paper, we propose a behavior pattern model for detecting bots. We analyzed behaviors of human players as well as bots and identified six game features to build the model to differentiate game bots from human players. Based on these features, we made a Naive Bayesian classifier to reasoning the game bot or not. To evaluated our method, we used 10 game bot data and 6 human Player data. As a result, we classify Game bot and human player with 88% accuracy.

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.