• Title/Summary/Keyword: Simulation game

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CBT/Anycast Routing Strategy for The Distribution of MMORPG Traffic (MMORPG 트래픽의 분산을 위한 CBT/Anycast 라우팅 전략)

  • Jurng, Jin-Tae;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.3-9
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    • 2004
  • Expansion of internet and construction of high speed network which require multimedia services like MMORPG are exceeding the infra-structure. In this work, CBT is analyzed by focusing on the multicast routing protoco and the algorithm which is transformable to Anycast scheme from CBT scheme is suggested to adapt game traffic. Anycast routing scheme is suitable to distribute high density traffic. Simulation model was set per a number of group and group member, which enabled to reflect real environments. Performance evaluation of routing based on the characteristics of end-to-end delay of CBT and Anycast was mainly focused, The result showed that Anycast method was improved up 8.7%, 25.5%, 34.0%, 38.6% and 51.8%, 56.6% comparing with PIM-DM and CBT routing when packet site was 128, 512 and 1K byte respectively. From the simulation, CBT/Anycast routing scheme can be presented as a flexible and solid solution for the MMORPG traffic to improve the delay characteristics of game packets.

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A Game Theoretic Cross-Layer Design for Resource Allocation in Heterogeneous OFDMA Networks

  • Zarakovitis, Charilaos C.;Nikolaros, Ilias G.;Ni, Qiang
    • IEIE Transactions on Smart Processing and Computing
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    • v.1 no.1
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    • pp.50-64
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    • 2012
  • Quality of Service (QoS) and fairness considerations are undoubtedly essential parameters that need to be considered in the design of next generation scheduling algorithms. This work presents a novel game theoretic cross-layer design that offers optimal allocation of wireless resources to heterogeneous services in Orthogonal Frequency Division Multiple Access (OFDMA) networks. The method is based on the Axioms of the Symmetric Nash Bargaining Solution (S-NBS) concept used in cooperative game theory that provides Pareto optimality and symmetrically fair resource distribution. The proposed strategies are determined via convex optimization based on a new solution methodology and by the transformation of the subcarrier indexes by means of time-sharing. Simulation comparisons to relevant schemes in the literature show that the proposed design can be successfully employed to typify ideal resource allocation for next-generation broadband wireless systems by providing enhanced performance in terms of queuing delay, fairness provisions, QoS support, and power consumption, as well as a comparable total throughput.

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Modeling of Demand Side Bidding in Demand Resource Market using Game Theory (수요자원시장의 입찰경쟁 모형화 및 게임 이론적 해석)

  • Lee, Kwang-Ho;Cho, Sung-Wi
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.12
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    • pp.2143-2149
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    • 2010
  • Market price and curtailment amounts of the Demand Resource Market(DRM) are determined by competition between electricity consumers. An important aspect of the DRM involves the assessment of strategic behavior of participants for maximizing their profits. This paper presents economic equilibrium models for simulating imperfect competition among electricity consumers in the DRM and analyzes the models at Nash Equilibrium of Game Theory. The proposed demand functions and supply functions of DRM are based on the Demand Resource Market Rules in Korean electricity market. Simulation results show that the models are adequate for obtaining Nash Equilibrium of consumers' competitive curtailment.

Game Optimal Receding Horizon Guidance Laws and Its Equivalence to Receding Horizon Guidance Laws

  • Park, Jae-Weon;Kim, Ki-Baek
    • Journal of Mechanical Science and Technology
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    • v.16 no.6
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    • pp.770-775
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    • 2002
  • In this paper, a game optimal receding horizon guidance law (GRHG) is proposed, which does not use information of the time-to-go and target maneuvers. It is shown that by adjusting design parameters appropriately, the proposed GRHG is identical to the existing receding horizon guidance law (RHG), which can intercept the target by keeping the relative vertical separation less than the given value, within which the warhead of the missile is detonated, after the appropriately selected time in the presence of arbitrary target maneuvers and initial relative vertical separation rates between the target and missile. Through a simulation study, the performance of the GRHG is illustrated and compared with that of the existing optimal guidance law (OGL).

The Impact of Information-Centric Force Improvements on Deterrence of Invasion: A Game-Theoretic Analysis (정보중심 전력증강의 전쟁억제 효과: 게임이론적 분석)

  • Cho, Jea-Yeong;Kim, Seung-Kwon
    • Journal of the military operations research society of Korea
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    • v.31 no.1
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    • pp.1-13
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    • 2005
  • Due to the rapid developments in information and computer technology, the warfare paradigm is being transformed into information-centric and knowledge-based warfare. This atmosphere may have significant impact on the ROK armed forces' Force Improvement Plans (FIP) which is documented in 'Defense White Paper 2004'. We focus here on the relationship of information-centric force and deterrence of invasion. Particularly, we are interested in understanding the level of information superiority that might be required to deter the invasion. In order to solve this problem, we employed two-sided, zero-sum strategic game to simulate the outcome with six hypothetical cases devised by varying the level of information superiority.

Flower card puzzle game system use internet and flower card puzzle game (인터넷을 이용한 화투패 퍼즐게임 시스템 및 그 화투패 퍼즐게임 방법)

  • Seo, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.118-124
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    • 2006
  • 현재 온라인 게임 시장은 매년 성장하고 있다. 그 중에서도 기존의 MMORPG 나 ACTION, STRATEGY SIMULATION 등과 같은 게임시장과는 별개적으로 차별화 되고 보편화 된 게임 유저층을 가진 캐주얼 게임 시장이 전체 게임 시장 속에서 큰 비중을 차지하면서 자리매김하고 있음에도 불구하고 더 이상의 차별화 된 캐주얼 게임이 제작되지 않고 있는 것이 사실이다. 이에 본 논문은 고스톱 게임으로 대표되는 기존의 카드 게임이 가진 룰과 게임 성을 훼손하지 않으면서도 기존의 고스톱 게임과 변별되는 새로운 형태의, 화투패를 이용한 퍼즐게임을 캐주얼 게임이 캐주얼 게임이 갖추어야 할 게임 디자인 요소와 새로운 게임을 만들어 내는 게임 디자인 개발 방법을 사용하여 제안하고자 한다.

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Intervenient Stackelberg Game based Bandwidth Allocation Scheme for Hierarchical Wireless Networks

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.12
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    • pp.4293-4304
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    • 2014
  • In order to ensure the wireless connectivity and seamless service to mobile users, the next generation network system will be an integration of multiple wireless access networks. In a heterogeneous wireless access system, bandwidth allocation becomes crucial for load balancing to avoid network congestion and improve system utilization efficiency. In this article, we propose a new dynamic bandwidth allocation scheme for hierarchical wireless network systems. First, we derive a multi-objective decision criterion for each access point. Second, a bargaining strategy selection algorithm is developed for the dynamic bandwidth re-allocation. Based on the intervenient Stackelberg game model, the proposed scheme effectively formulates the competitive interaction situation between several access points. The system performance of proposed scheme is evaluated by using extensive simulations. With a simulation study, it is confirmed that the proposed scheme can achieve better performance than other existing schemes under widely diverse network environments.

A system dynamics study on the Trust and Cooperation in the Policy Implementation Network (정책집행 네트워크에서의 신뢰와 협력생성에 관한 시스템다이내믹스 연구)

  • 박성진;맹보학
    • Korean System Dynamics Review
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    • v.1 no.2
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    • pp.61-89
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    • 2000
  • The purpose of this study is first, to find out what factors affect the cooperation and trust within the functions in the policy implementation network and in what mechanism these factors interact, second to investigate the whys to manage trust and cooperation successfully in the dynamic situation such as the network setting. For these purpose, this study reviews the concept and characteristics of policy implementation organizations, second, extracts the various factors affecting trust and cooperation in the network situation, third applies and analyzes the relationship among factors to system dynamics model based on the game theory. The results of this study could be summarized as follows: It was found that the utility change within the participants by persuasion & mutual understanding and change of rule would be leading to success in policy implementation network. Also bureaucratic management such as power enforcement does not have any good impact in the managing network. In this study, system simulation method tried to analyze the hypothesis. Quantitative and case analyses were not accompanied and analysis was limited to two-person game theory. So there is some doubt this results could be generalized to actual situation which is N-person game.

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QoS sensitive VANET Control Scheme based on Feedback Game Model

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.5
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    • pp.1752-1767
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    • 2015
  • As a special type of mobile ad-hoc network, Vehicular Ad-hoc Network (VANET) is considered as an attractive topic by many researchers. In VANETs, vehicles act as routers and clients, which are connected with each other through unreliable wireless links. Due to the dynamic nature of vehicles, developing communication protocols for VANETs is a challenging task. In this paper, we tackle the problem of real-world VANET operations and propose a new dual-level communication scheme through the combination of power and rate control algorithms. Based on the game theoretic approach, the proposed scheme effectively formulates the interactive situation among several vehicles. With a simulation study, it is confirmed that the proposed scheme can achieve better performance than other existing schemes under widely diverse VANET environments.

Game AI Agents using Deliberative Behavior Tree based on Utility Theory (효용이론 기반 숙고형 행동트리를 이용한 게임 인공지능 에이전트)

  • Kwon, Minji;Seo, Jinsek
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.432-439
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    • 2022
  • This paper introduces deliberative behavior tree using utility theory. The proposed approach combine the strengths of behavior trees and utility theory to implement complex behavior of AI agents in an easier and more concise way. To achieve this goal, we devised and implemented three types of additional behavior tree nodes, which evaluate utility values of its own node or its subtree while traversing and selecting its child nodes based on the evaluated values. In order to validate our approach, we implemented a sample scenario using conventional behavior tree and our proposed deliberative tree respectively. And then we compared and analyzed the simulation results.