• Title/Summary/Keyword: Network Game

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An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

Survey on IEEE 802.11 DCF Game Theoretic Approaches (IEEE 802.11 DCF에서의 게임 이론적 접근방법 소개)

  • Choi, Byeong-Cheol;Kim, Jung-Nyeo;Ryu, Jae-Cheol
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.240-242
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    • 2007
  • The game theoretic analysis in wireless networks can be classified into the jamming game of the physical layer, the multiple access game of the medium access layer, the forwarder's dilemma and joint packet forwarding game of the network layer, and etc. In this paper, the game theoretic analysis about the multiple access game that selfish nodes exist in the IEEE 802.11 DCF(Distributed Coordination Function) wireless networks is addressed. In this' wireless networks, the modeling of the CSMA/CA protocol based DCF, the utility or payoff function calculation of the game, the system optimization (using optimization theory or convex optimization), and selection of Pareto-optimality and Nash Equilibrium in game strategies are the important elements for analyzing how nodes are operated in the steady state of system. Finally, the main issues about the game theory in the wireless network are introduced.

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Measurement based Traffic Generator for Network Game (트래픽 측정에 기반한 네트워크 게임 트래픽 생성기)

  • Eunsil Hong;Jaecheol Kim;Yanghee Choi
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10c
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    • pp.49-51
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    • 2003
  • Developers of network games have used several prediction techniques for hiding transmission delay to support the real­time requirement of network games. Nowadays many researches that are related with network game are in progress to solve delay problems more radically, such as to propose new routers architecture and transport protocols suitable to characteristics of network game traffic. So for these advanced researches the tasks to grasp the traffic characteristics of a network game are needed. In this paper we aimed to capture the traffic of MMORPG and present the statistical analysis of measured data. The measurement and the analysis were accomplished with the server of 'Lineage' that regarded as the most successful MMORPG. Next, we have implemented a traffic generator that reflects the characteristics of MMORPG and shown that the trace generated by MMORPG traffic generator had identical characteristics with actual traffic using statistical testing method. We expect that this traffic generator can be used in many researches related with a network game.

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A Game System Design for Local Wireless Network using Zigbee Technology (지그비 기술을 이용한 근거리 무선 네트워크 게임 시스템 설계)

  • Kang, Sung-Kwan;Kim, Kwan-Woong;Kim, Hong-Ki;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.95-102
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    • 2011
  • At present, with the rise of smart-phone market supported the Wi-Fi, smart-phone based network content has propagated rapidly. But, network content service is difficult in feature phone and multimedia device not supporting the Wi-Fi or supporting only the bluetooth. This paper was used the zigbee technology supporting low power, low cost, availability, multi channel, broadcasting compared to the bluetooth or Wi-Fi. It will provide a variable network game development by utilizing the zigbee technology. Also, it is provide the development of variable mobile network contents using the zigbee.

An Implementation of Othello Game Player Using ANN based Records Learning and Minimax Search Algorithm (ANN 기반 기보학습 및 Minimax 탐색 알고리즘을 이용한 오델로 게임 플레이어의 구현)

  • Jeon, Youngjin;Cho, Youngwan
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.12
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    • pp.1657-1664
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    • 2018
  • This paper proposes a decision making scheme for choosing the best move at each state of game in order to implement an artificial intelligence othello game player. The proposed decision making scheme predicts the various possible states of the game when the game has progressed from the current state, evaluates the degree of possibility of winning or losing the game at the states, and searches the best move based on the evaluation. In this paper, we generate learning data by decomposing the records of professional players' real game into states, matching and accumulating winning points to the states, and using the Artificial Neural Network that learned them, we evaluated the value of each predicted state and applied the Minimax search to determine the best move. We implemented an artificial intelligence player of the Othello game by applying the proposed scheme and evaluated the performance of the game player through games with three different artificial intelligence players.

A study on the mobile game user's interaction using social network analysis (소셜네트워크 분석을 통한 모바일 게임 이용자들의 상호작용 연구)

  • Seok, Hwayoon;Yoo, Changsok;Joo, Yeajin;Ju, Jinyoung;Kwon, Hyoungjin;Yang, Seong-Il;Nam, Yoonjae
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.53-66
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    • 2021
  • This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key roles in the game users' network and tend to make a large sub-group for interacting among users. Third, it is suggested that the analysis of network structure among users can be a useful tool for monitoring which in-game events are effective and how they are mutually interconnected for collaboration.

A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12A
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    • pp.1181-1187
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    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

Network Attack and Defense Game Theory Based on Bayes-Nash Equilibrium

  • Liu, Liang;Huang, Cheng;Fang, Yong;Wang, Zhenxue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.5260-5275
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    • 2019
  • In the process of constructing the traditional offensive and defensive game theory model, these are some shortages for considering the dynamic change of security risk problem. By analysing the critical indicators of the incomplete information game theory model, incomplete information attack and defense game theory model and the mathematical engineering method for solving Bayes-Nash equilibrium, the risk-averse income function for information assets is summarized as the problem of maximising the return of the equilibrium point. To obtain the functional relationship between the optimal strategy combination of the offense and defense and the information asset security probability and risk probability. At the same time, the offensive and defensive examples are used to visually analyse and demonstrate the incomplete information game and the Harsanyi conversion method. First, the incomplete information game and the Harsanyi conversion problem is discussed through the attack and defense examples and using the game tree. Then the strategy expression of incomplete information static game and the engineering mathematics method of Bayes-Nash equilibrium are given. After that, it focuses on the offensive and defensive game problem of unsafe information network based on risk aversion. The problem of attack and defense is obtained by the issue of maximizing utility, and then the Bayes-Nash equilibrium of offense and defense game is carried out around the security risk of assets. Finally, the application model in network security penetration and defense is analyzed by designing a simulation example of attack and defense penetration. The analysis results show that the constructed income function model is feasible and practical.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.