• Title/Summary/Keyword: Network game

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The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine (모바일 3D 블루투스 게임 엔진을 위한 패킷통신 스케줄링 기법에 관한 연구)

  • Cho, Jong-Keun;Kim, Hyung-Il
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.197-202
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    • 2007
  • This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.

The Configuration of the Network Game Portal Site Supporting Multi-Platform (다중 플랫폼을 지원하는 네트워크 게임 포털 사이트 구성)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.119-126
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    • 2003
  • This study suggests the configuration of network game portal site supporting multi-platform that indicates different types of games so called Game Omphalos or simply Gamphalos. In general, the existing game Portal site only put the different games together and operates each game separately. But, not only the Gamphalos system can play the various games in a portal site but also integrates the data of different games for inter-working among them. To do this, the Gamphalos System consists of two main parts. The one is Global Game Control Center (GGCC) for integrated management of n and game data. And the other part it Local Game Control Center (LGCC) that serves as a game server for each game. The game user who becomes a member of the Gamphalos System can get more Points and grow rapidly than others because all the game data can be integrated and accumulated in a Gamphalos system.

The Creational Patterns Application to the Game Design Using the DirectX (DirectX를 이용한 게임 설계에서의 생성 패턴 적용 기법)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.536-543
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    • 2005
  • 3D online game, with its striking realistic value, is leading the entire Korean game market which has various game genres. Technology sharing is very hard within the Korean game industry. That is because 1)there are few professionals, 2)most of the companies are small-scaled, and 3)there are security reasons. Therefore, it should be significant if we have software design techniques which make it possible to reuse the existing code when developing a network game so that we could save a lot of efforts. In this paper, the author analyzes the demand through the case in the client's design of the network game based on DirectX and proposes the effective software design methods for reusable code based on the creative patterns application in the GoF in the class design.

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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.

A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.7-22
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    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

A Method for Reducing Delay in Networked Multi-User Games (머드형 게임의 구조 및 동기화 방법)

  • 안양재;윤수미;김상철
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1697-1700
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    • 2003
  • The multi-user online game is a typical example of networked graphic applications. Increasing the reality of such a game requires the minimization of problems due to the network delay. In this paper, we propose a game architecture that reduces the network delay needed for message transfer, and a method for synchronization of game states in clients . The proposed game architecture is region proxy-based, and it can require a less network delay than a conventional client-server style that is usually used in commercial games. In our synchronization method, messages are processed in a batch-mode style and the number of rollbacks needed for synchronization significantly decreases. Our experiment shows that our method provides better performance than previous TSS (Trailing State Synchronization).

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A Study on the Factors Influencing Social Network Game(SNG) Addiction (소셜 네트워크 게임(Social Network Game) 중독에 영향을 미치는 요인에 관한 실증연구)

  • Yin, Jin Lian;Kim, Sanghyun;Kim, Geuna
    • International Commerce and Information Review
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    • v.17 no.3
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    • pp.29-57
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    • 2015
  • The purpose of this study is to find the factors of Social Network Games of continuous game flow and addiction. This study analyzes the significant factors of the addiction of SNGs from three categories. It also seeks to find out what relation between continuous game flow and addiction in SNGs. The model consists of three categories (SNG characteristic, User characteristic, and Environmental characteristic). The research model was conducted through the structural equation modeling(SEM) approach, and tested using 374 questionnaires. The results indicated that SNG characteristic(accessibility, enjoyment, feedback), User characteristic(self-control), Environmental characteristic(social interaction, subjective norm) have a positive effect on continuous game flow. The findings also that continuous game flow plays a moderation role that affects addiction. Finally, we discussed the research results and offered relevant suggestions for schools, firms, and future studies

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A motion classification and retrieval system in baseball sports video using Convolutional Neural Network model

  • Park, Jun-Young;Kim, Jae-Seung;Woo, Yong-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.31-37
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    • 2021
  • In this paper, we propose a method to effectively search by automatically classifying scenes in which specific images such as pitching or swing appear in baseball game images using a CNN(Convolution Neural Network) model. In addition, we propose a video scene search system that links the classification results of specific motions and game records. In order to test the efficiency of the proposed system, an experiment was conducted to classify the Korean professional baseball game videos from 2018 to 2019 by specific scenes. In an experiment to classify pitching scenes in baseball game images, the accuracy was about 90% for each game. And in the video scene search experiment linking the game record by extracting the scoreboard included in the game video, the accuracy was about 80% for each game. It is expected that the results of this study can be used effectively to establish strategies for improving performance by systematically analyzing past game images in Korean professional baseball games.

Load Balancing Algorithm of Ultra-Dense Networks: a Stochastic Differential Game based Scheme

  • Xu, Haitao;He, Zhen;Zhou, Xianwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2454-2467
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    • 2015
  • Increasing traffic and bandwidth requirements bring challenges to the next generation wireless networks (5G). As one of the main technology in 5G networks, Ultra-Dense Network (UDN) can be used to improve network coverage. In this paper, a radio over fiber based model is proposed to solve the load balancing problem in ultra-dense network. Stochastic differential game is introduced for the load balancing algorithm, and optimal load allocated to each access point (RAP) are formulated as Nash Equilibrium. It is proved that the optimal load can be achieved and the stochastic differential game based scheme is applicable and acceptable. Numerical results are given to prove the effectiveness of the optimal algorithm.