• Title/Summary/Keyword: Multiplayer Online Game

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A P2P-based Management Method for Dynamic AOI (동적 AOI를 위한 P2P 기반 관리기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.211-216
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    • 2011
  • Networked virtual environments (NVEs) are distributed systems where geographically dispersed users interact with each other in virtual worlds by exchanging network messages. Massively Multiplayer Online Game (MMOG) is one of diverse applications where more than hundreds of users enjoy experiencing virtual worlds. A limited area called area of interest (AOI) in MMOG is reduced the load caused by message exchange between users. Voronoi-based Overlay Network (VON) is proposed to reduce the bandwidth consumption in P2P environments and Vorocast also is made using message forwarding in VON. We propose a dynamic AOI management method that solves problems such as a consistency and latency due to forwarding position updates to neighbor nodes from the message originator in forwarding scheme. Our scheme provides the consistency and reduces latency by combining direct connection scheme and Vorocast scheme compared to existing schemes. The communication between a user and users existing in center circle within AOI of the user is directly connected and the communication between the user and users existing outside the center area within AOI is using Vorocast scheme. The proposed model is evaluated through simulations.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Churn Analysis of Maximum Level Users in Online Games (온라인 게임 내 최고 레벨 유저의 이탈 분석)

  • Park, Kunwoo;Cha, Meeyoung
    • Journal of KIISE
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    • v.44 no.3
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    • pp.314-322
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    • 2017
  • In MMORPG (Massively Multiplayer Online Role-Playing Game), users advance their own characters to get to the maximum (max) level by performing given tasks in the game scenario. Although it is crucial to retain users with high levels for running online games successfully, little efforts have been paid to investigate them. In this study, by analyzing approximately 60 million in-game logs of over 50,000 users, we aimed to investigate the process through which users achieve the max level and churn of such users since the moment of achieving the max level, and determine possible indicators related to churn after the max level. Based on the result, we can predict churn of the max level users by employing behavioral patterns before the max level. Moreover, we found users who are socially active and communicate with many people before the max level are less likely to leave the service (p<0.05). This study supports that communication patterns are important factors for persistent usage of the users who achieve the max level, which has practical implications to guide elite users on enjoying online games in the long run.

A Load Balancing Technique for a Massively Multiplayer Online Game Server (대용량 온라인 게임 서버를 위한 부하 평형 기법)

  • 손민규;성영락;오하령;안현식;김정윤
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1339-1342
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    • 2003
  • 클라이언트-서버 구조의 온라인 게임에서 서버의 역할은 매우 중요하다. 그러나 서버에 너무 많은 사용자가 동시에 접속할 경우에는 과도한 부하로 인하여 안정적인 서비스를 제공하지 못하는 경우가 발생할 수 있다. 이러한 문제를 해결하기 위하여 여러 대의 분산 서버를 활용한 방법이 사용되고 있다 분산 서버 구조에서는 부하가 특정 서버로 집중되는 것을 막는 것이 전체 시스템의 성능 향상을 위하여 필요하다. 이를 위하여 부하 평형 기법을 사용하고 있으며 관련 연구도 활발히 진행 중이다. 본 논문에서는 분산 서버를 이용한 온라인 게임 서버의 구조를 설계하고, 대량 사용자의 제약을 극복하기 위한 하나의 방안으로 다중 서버 시스템에서 실행되는 게임 서버 프로세스들에 대한 부하 평형 기법을 제시한다. 제안된 기법에서는 전체 게임을 소규모의 여러 게임 세상(Game World)으로 나누고 서비스가 진행되는 상황에서 게임 세상을 게임 서버들 사이에서 이동시킨다.

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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.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

A MMORPG Quest Reward Design Technique By Considering Optimal Quest Play Paths (최적 동선을 고려한 MMORPG 퀘스트 보상 설계 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.57-66
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    • 2009
  • A quest system is one of the important parts in the MMORPG (Massive Multiplayer Online Role Playing Game) contents. Because of its complexity in combining various content components, quest reward design belongs to a complicated work in estimating quest reward levels correctly in the initial development stage. In this paper, we suggest a new quest reward design technique by considering optimal quest play paths. We model a quest reward problem as the TSP (Traveling Salesman Problem) and solve that by adopting genetic algorithms. With our system, game designers easily estimate the optimal quest play path and it can be useful in reducing the trial-errors in the initial quest design process.

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An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

MMOG User Participation Based Decentralized Consensus Scheme and Proof of Participation Analysis on the Bryllite Blockchain System

  • Yun, Jusik;Goh, Yunyeong;Chung, Jong-Moon;Kim, OkSeok;Shin, SangWoo;Choi, Jin;Kim, Yoora
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4093-4107
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    • 2019
  • Proof of Work (PoW) based blockchains have limitations in throughput, time consumption, and energy efficiency. In these systems, a miner will consume significant time and resources to obtain a reward for contributing to the blockchain. To overcome these limitations, recent research on blockchains are focused on accelerating the speed, scalability, and enhancing the security level. By enhancing specific procedures of blockchain system, the level of data integrity supported by the blockchain can become more robust, and efficient. In this paper, a new blockchain consensus model based on the Bryllite Consensus Protocol (BCP) is proposed to support a hyper-connected massively multiplayer online game (MMOG) ecosystem. The BCP scheme enables users to participate directly in new consensus processes through a Proof of Participation (PoP) algorithm. In this model, the consensus algorithm has a simpler form while maintaining high security level. In addition, because the BCP scheme gives users an equal chance to make a contribution to the blockchain, rewards are distributed in an equal fashion, which motivates user participation. The analysis of the proposed scheme is applied to the Bryllite consortium blockchain system (homed in Hong Kong), which is a new blockchain network developed for international game industries, gamers, and game events.

Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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