• Title/Summary/Keyword: Online Game server

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Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.559-565
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    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

Aria Online: On-Line Game Using Dream3D (아리아온라인: Dream 3D를 이용한 온라인게임)

  • 이헌주;김현빈
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.532-541
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    • 2004
  • Computer game has become the core part of multimedia area in our knowledge and information based society Recently, computer game has been evolving into on-line 3D games which give players more realism from the existing on-line 2D games. We are competitive in developing on-line 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited technologies. In this paper, we design and develop Aria Online, an on-line 3D prototype game using Dream3D. The on-line game supports simultaneous connections of multi -users on each game server and full flexibility on user's view.

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Efficient Distributed Processing Scheme for Load Balancing of MMORPG Servers (MMORPG 서버의 부하균등화를 위한 효율적인 분산처리 기법)

  • Jang, Su-Min;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.69-75
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    • 2007
  • In this paper, we propose a new distributed processing scheme to support MMORPG (Massively Multiplayer Online Role-Playing Games). But existing distributed game servers have some problems such as hotspot, congestion, server failure problems, and so on. To solve such problems, our proposed scheme begins by splitting the large virtual world into smaller regions, each region handled by a different server. We present a scheme that reduces the bandwidth requirements for both game servers and clients. Also our scheme allows seamless interaction among players residing on areas handled by different servers. We show an excellence of the proposed solution through various experiments.

An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.

Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

Load Balancing in Seamless Game with MigAgent (MigAgent를 이용한 Seamless 게임에서의 부하 분산)

  • Kim, Beob-Kyun;Jang, Hang-Jin;You, Kang-Soo
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.51-62
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    • 2006
  • The load of this kind of gores, which is heavier than that of any other precedent, and on enormous seamless virtual world characterize the MMORPG(Massively Multiplayer Online Role-Playing Game) genres. In this seamless environment, gamers can usually accept a set of independent spaces, which is being held by independent game servers, os a single big virtual world. Despite the efforts of some developers, gamers are suffered from huge message traffic which comes from the interaction between client and server and the interaction between fold sowers. In this paper, new gore server architecture using MigAgent is proposed which tries to reduce message traffic. Usually, message traffic reaches the climax when a PC(Player Character) is moving to other field server. MigAgent, designed in this thesis, tries to manage this kind of PCs and to ploy o role of user's agent to prepare for the unexpected situation. Improvement of this system is shown by the analysis of the effect of the size ratio of AOI (Area of Interest) and AC (Adjacent Cell).

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A Study on the User's Perception of Free Server and the Game Company's Response Plan (프리 서버에 대한 사용자의 인식과 게임사의 대처방안에 관한 연구)

  • Kim, Geong-Jun;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.167-170
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    • 2021
  • 리 서버란 게임 개발사나 퍼블리셔가 공식으로 제공하는 정상적인 서비스가 아니며 개인이 게임을 변조하여 배포하고 불법 운영하는 서버를 뜻한다. 게임 시장이 성장하고 발전하면서 그만큼 정상적인 게임 운영을 방해하거나 불법으로 기존 게임의 서버를 개설하여 저작권을 침해하는 사례도 적지 않다. 본 논문은 그러한 사례 중 K사의 서비스 종료 게임인 '그랜드체이스'의 프리서버 현황과 게임사의 대처 상황을 조사하고 플레이 경험이 있는 유저들을 주 대상으로 설문을 진행하여 프리서버에 대한 사용자 인식을 파악한 후 이를 바탕으로 적절한 대응 방안을 제시하려고 한다.

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Secure Electronic Trading System for Online Game-Items (온라인 게임 아이템의 안전한 전자 거래 시스템)

  • 정윤경;기준백;천정희
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.3
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    • pp.91-99
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    • 2003
  • In this paper, we analyze the current trading systems and suggest two secure electronic trading systems that make a fair exchange for online game items. The system is made up for the weak points in the current item trading system. In the proposed system, a game server issues a certificate each item on the user's request. On the one hand, this certificate is used to recover the item when the system error is occured. On the other hand, the user may exchange it with another item or cyber money. The proposed system supports private and reliable trading. Further, the trading can be completed only by online processing.