• Title/Summary/Keyword: Online Game server

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A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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A research on improving client based detection feature by using server log analysis in FPS games (FPS 게임 서버 로그 분석을 통한 클라이언트 단 치팅 탐지 기능 개선에 관한 연구)

  • Kim, Seon Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1465-1475
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    • 2015
  • Cheating detection models in the online games can be divided into two parts. The one is on client based model, which is designed to detect malicious programs not to be run while playing the games. The other one is server based model, which distinguishes the difference between benign users and cheaters by the server log analysis. The client based model provides various features to prevent games from cheating, For instance, Anti-reversing, memory manipulation and so on. However, being deployed and operated on the client side is a huge weak point as cheaters can analyze and bypass the detection features. That Is why the server based model is an emerging way to detect cheating users in online games. But the simple log data such as FPS's one can be hard to find validate difference between two of them. In this paper, In order to compensate for the disadvantages of the two detection model above, We use the existing game security solution log as well as the server one to bring high performance as well as detection ratio compared to the existing detection models in the market.

A Method for Assigning Clients to Servers for the Minimization of Client-Server Distance Deviation (클라이언트-서버간 거리 편차의 최소화를 위한 클라이언트의 서버 배정 방법)

  • Lee, Sunghae;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.97-108
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    • 2016
  • Multi-client online games usually employ multi-serve architectures. For group play, if the user response time deviation between the clients in a group is large, the fairness and attractions of the game will be degraded. In this paper, given new clients, we propose a method for assigning the clients to servers to minimize the deviation of client-server distance which plays a major role in the user response time. This method also supports client matching for group play and server load balancing. We formulate the client-server assignment problem as an IP one, and present a GA(Genetic Algorithm)-based algorithm to solve it. We experimented our method under various settings and analyzed its features. To our survey, little research has been previously performed on client-server assignment under consideration of client matching, distance deviation minimization and server load balancing.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud 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.

Implementation and Performance Evaluation of Migration Agent for Seamless Virtual Environment System in Grid Computing Network (그리드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트 구현 및 성능 평가)

  • Won, Dong Hyun;An, Dong-Un
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.269-274
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    • 2018
  • MMORPG is a role-playing game that tens of thousands of people access it online at the same time. Users connect to the server through the game client and play with their own characters. If the user moves to a management area of another server beyond the area managed by the server, the user information must be transmitted to the server to be moved. In an actual game, the user is required to synchronize the established and the transferred information. In this paper, we propose a migration agent server in the virtual systems. We implement a seamless virtual server using the grid method to experiment with seamless server architecture for virtual systems. We propose a method to minimize the delay and equalize the load when the user moves to another server region in the virtual environment. Migration Agent acts as a cache server to reduce response time, the response time was reduced by 50% in the case of 70,000 people.

A Probability based Message Synchronization Mechanisms for Massively Multi-Player Online Game (대용량 온라인 게임을 위한 확률 기반 메시지 동기화 기법)

  • Yun, Chung-Ha;Paik, Du-Won
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.33-38
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    • 2005
  • In the online game that thousands of participants connect to a game world by using Internet simultaneously, participants of the game world may have different hardwares and network environments, and messages of participants should be synchronization. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering features of the MMOFPS game and the probability of interaction among participants. We implement the proposed method and perform experiments for the performance evaluation.

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An Efficient Method to Update Character Moving Directions for Massively Multi-player Online FPS Games (대규모 온라인 FPS 게임을 위한 효율적인 캐릭터 방향 갱신 기법)

  • Lim, Jong-Min;Lee, Dong-Woo;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.35-42
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    • 2014
  • In the market of First Person Shooter (FPS) games, Massively Multi-player Online FPS games (MMOFPS) like 'PlanetSide 2' have been popular recently. Dead reckoning has been widely used in order to mitigate the network traffic overload for the game server with hundreds or thousands of people. This paper proposes the efficient analytical method to calculate the tolerable threshold angle of moving direction, which is one of the most important factors for character status updating when dead reckoning is used in MMOFPS games. The experimental results with game testers shows that the proposed method minimizes the position error for character moving and provides natural direction updates of characters.

A Study of Object Pooling Scheme for Efficient Online Gaming Server (효율적인 온라인 게임 서버를 위한 객체풀링 기법에 관한 연구)

  • Kim, Hye-Young;Ham, Dae-Hyeon;Kim, Moon-Seong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.163-170
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    • 2009
  • There is a request from the client, we almost apply dynamic memory allocating method using Accept() of looping method; thus, there could be process of connecting synchronously lots of client in most of On-line gaming server engine. However, this kind of method causes on-line gaming server which need to support and process the clients, longer loading and bottle necking. Therefore we propose the object pooling scheme to minimize the memory fragmentation and the load of the initialization to the client using an AcceptEx() and static allocating method for an efficient gaming server of the On-line in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

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On Securing Web-based Educational Online Game Using SSL Protocol (SSL 프로토콜을 이용한 안전한 웹기반 교육용 온라인 게임)

  • Yani, Kadek Restu;Priyana, Yoga;Rusmin, Pranoto H.;RHEE, Kyung-Hyune
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.3
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    • pp.790-798
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    • 2016
  • Currently, web-based online games is becoming popular in supporting learning process due to their effective and efficient tool. However, online games have lack of security aspect, in particular due to increase in the number of personal information leakage. Since the data are transmitted over insecure channel, it will be vulnerable of being intercepted by attackers who want to exploit user's identity. This paper aims to propose an online web-based educational game, Vidyanusa which allows the students to register their personal information using a unique code, a user name and a password. It manages the users according to their schools, subject teachers and class levels. In addition, by adopting a unique code, the confidentiality of the user identity can be kept away from attackers. Moreover, in order to provide a secure data communication between client and server, Secure Socket Layer (SSL) protocol is adopted. The performance of the system after implementing SSL protocol is examined by loading a number of requests for various users. From the experiment result, it can be concluded that the SSL protocol can be applied to web-based educational system in order to offer security services and reliable connection.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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