• Title/Summary/Keyword: Player Load

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Development Migration Agent Server for Seamless Virtual Environment (Seamless 가상 환경을 위한 Migration Agent 서버 개발)

  • Won, Donghyun;An, Dongun;Chung, Seungjong
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.9
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    • pp.223-228
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    • 2016
  • Nowadays users of Virtual Environment are want to play with thousands of players in an evolving virtual world at the same time over the internet. So, the load of this kind of Virtual Environments is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a Migration Agent application server architecture using to help migration of player character between field servers and to reduce response time between clients and field servers. Migration Agent is reduce Player Character's responds time as Cache Server, if Player Character move to another Field Server, Player Character need the synchronization process in the DBMS approach, to minimize response time by reducing the period for cross - Player Character Field Server to perform the role. Field Server by placing them in form of a stack existing form of grid, for load concentrated on a specific server.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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Degine of MigAgent System for Load Balancing in Seamless Game (Seamless Games 에서의 부하 분산을 위한 MigAgent 시스템 설계)

  • Won, Dong-Kee;Lee, Jeong-Jin;Hwang, Ho-Jeon;Doo, Gil-Su;Kim, Beob-Kyun;An, Dong-Un;Chung, Seung-Jong
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.466-468
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    • 2005
  • MMORPG enables thousands of players to play in an evolving virtual world at the same time over the internet. So, the load of this kind of games is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a game architecture using MigAgent to help migration of player character between field servers and to reduce message traffic between clients and field servers.

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An Efficient MMORPG Distributed Game Server (효율적인 MMORPG 분산 게임서버)

  • Jang, Su-Min;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.1
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    • pp.32-39
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    • 2007
  • An important application domain for online services is an interactive, multi-player game. In recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG(Massively Multi-player Online Role Playing Game) distributed game server using flayer-Cell. Our method provides efficient solution of a MMORPG distributed game server for large numbers of users. It is shown through the experiments that our method outperforms existing methods in terms of memory utilization rate and processing speed.

Design and Implementation of a Linux-based standalone Flash Player (리눅스 기반의 독립형 플래시 재생장치의 설계 및 구현)

  • Jeon Chan-Ki;Koh Jeong-Gook
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.357-361
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    • 2005
  • As flash technology is a widely used in Web pages, it tends to load a S/W flash player in mobile phones and PDAs to play flash contents on diverse H/W platforms currently. In this paper, we design and implement a linux-based standalone flash player which can be used in various fields like animation, game and advertizing. We also implement an web-based manager which user can effectively manage flash players anywhere.

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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.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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On the dynamics of hockey stick after contacting with the ball

  • Yue Jia
    • Advances in concrete construction
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    • v.15 no.4
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    • pp.287-301
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    • 2023
  • Hockey games attracts many fans around the world. This game requires a specific type of ball and a stick for controlling the motion and trace of the ball. This control of motion involves hitting the ball which is a direct intensive dynamic loading. The impact load transferred directly to the hand of the player and in the professional player may cause long term medical problems. Therefore, dynamic motion of the stick should be understood. In the current study, we analyze the dynamic motion of a hockey stick under impact loading from a hockey ball. In doing so, the stick geometry is simplified as a beam structure and quasi-2D relations of displacement is applied along with classical linear elasticity theory for isotropic materials. The governing equations and natural boundary condition are extracted using Hamilton's principle. The final equations in terms of displacement components are solved using Galerkin's numerical method. The results are presented using indentation and contact force values for variations of different parameters.

Design and Implementation of Multi-View 3D Video Player (다시점 3차원 비디오 재생 시스템 설계 및 구현)

  • Heo, Young-Su;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.258-273
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    • 2011
  • This paper designs and implements a multi-view 3D video player system which is operated faster than existing video player systems. The structure for obtaining the near optimum speed in a multi-processor environment by parallelizing the component modules is proposed to process large volumes of multi-view image data at high speed. In order to use the concurrency of bottleneck, we designed image decoding, synthesis and rendering modules in a pipeline structure. For load balancing, the decoder module is divided into the unit of viewpoint, and the image synthesis module is geometrically divided based on synthesized images. As a result of this experiment, multi-view images were correctly synthesized and the 3D sense could be felt when watching the images on the multi-view autostereoscopic display. The proposed application processing structure could be used to process large volumes of multi-view image data at high speed, using the multi-processors to their maximum capacity.

A Study of a Game User Oriented Load Balancing Scheme on MMORPG (MMORPG 서버를 위한 게임 사용자 중심의 부하 분산 기법에 관한 연구)

  • Choi, Jong-Gwan;Kim, Hye-Young;Woo, Won-Sik
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.69-76
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    • 2012
  • At MMORPGs that has the numerous game users with many interactions at the same virtual world, massive loading that results in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. This paper proposes a game user-oriented load balancing scheme for the load balancing of MMORPG servers. This scheme shows effectiveness at dealing with hot-spots and other gatherings of game users at specific servers compared to previous methods.