• Title/Summary/Keyword: dynamic game

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A Dynamic Map Partition for Load Balancing of MMORPG based on Virtual Area Information (MMORPG에서의 부하 분산을 위한 가상 영역 정보 기반 동적 지역 분할)

  • Kim Beob-Kyun;An Dong-Un;Chung Seung-Jong
    • The KIPS Transactions:PartA
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    • v.13A no.3 s.100
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    • pp.223-230
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    • 2006
  • A MMORPG(Massively Multiplayer Online Role-Playing Game) is an online role-playing game in which a large number of players can interact with each other in the same world at the same time. Most of them require significant hardware requirements(e.g., servers and bandwidth), and dedicated support staff. Despite the efforts of developers, users often cite overpopulation, lag, and poor support as problems of games. In this paper, a dynamic load balancing method for MMORPGS is proposed. It tries to adapt to dynamic change of population by using dynamic map-partition method with VML(Virtual Map Layer) which consists of fields, sector groups, sectors, and cells. From the experimental results, our approach achieves about $23^{\sim}67%$ lower loads for each field server. By the modification to Virtual Area Layer, we can easily manage problems that come from changes of map data, resources' status, and users' behavior pattern.

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.

NORTH KOREA NUCLEAR CRISIS; POLICIES AND STRATEGIES

  • Asghari, Nader;Gordji, Madjid Eshaghi
    • The Pure and Applied Mathematics
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    • v.26 no.3
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    • pp.133-156
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    • 2019
  • The aim of this paper is to model North Korea and USA relationship since past until now. To this end, we have used game theory. The weakness of the existing models is that they have a static nature and can't analyze the changes of processes, strategies and results. The dynamic system of strategic games of which we have used in this article is a proper method to solve this problem. We have shown that South Korea and China play an important role in resolving the crisis.

Game Theoretic based Distributed Dynamic Power Allocation in Irregular Geometry Multicellular Network

  • Safdar, Hashim;Ullah, Rahat;Khalid, Zubair
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.199-205
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    • 2022
  • The extensive growth in data rate demand by the smart gadgets and mobile broadband application services in wireless cellular networks. To achieve higher data rate demand which leads to aggressive frequency reuse to improve network capacity at the price of Inter Cell Interference (ICI). Fractional Frequency Reuse (FFR) has been recognized as an effective scheme to get a higher data rate and mitigate ICI for perfect geometry network scenarios. In, an irregular geometric multicellular network, ICI mitigation is a challenging issue. The purpose of this paper is to develop distributed dynamic power allocation scheme for FFR based on game theory to mitigate ICI. In the proposed scheme, each cell region in an irregular multicellular scenario adopts a self-less behavior instead of selfish behavior to improve the overall utility function. This proposed scheme improves the overall data rate and mitigates ICI.

Stability analysis of the ball after contacting with the earth in the volleyball game: A multi-physics simulation

  • Yang Sun;Yuhan Lin;Yuehong Ma
    • Structural Engineering and Mechanics
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    • v.85 no.6
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    • pp.809-823
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    • 2023
  • In this work, dynamic stability analysis of the ball after contacting with the earth in the volleyball game is presented. Via spherical shell coordinate, the governing equations and general boundary conditions of the ball after contacting with the earth in the volleyball game is studied. Via Comsol multi-physics simulation, some results are presented and a verification between the outcomes is studied. Harmonic differential quadrature method (HDQM) is utilized to solve the dynamic equations with the aid of boundary nodes of the current spherical shell structure. Finally, the results demonstrated that thickness, mass of the ball and internal pressure of the ball alters the frequency response of the structure. One important results of this study is influence of the internal pressure. Higher internal pressure causes lower frequency and hence reduces the stability of the ball.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

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.

A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Use of Chaos in a Lyapunov Dynamic Game

  • J. Skowronski;W. J. Grantham;Lee, B.
    • Journal of Mechanical Science and Technology
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    • v.17 no.11
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    • pp.1714-1724
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    • 2003
  • Feedback strategies of a qualitative competitive game between two players can be designed such as to influence parameters of a mechanical system to induce chaotic behavior. The purpose is to reduce the options and effects of the opponent's strategy. We show it on a case with dynamics specified by a nonautonomous Duffing equation with the players represented by damping and external forcing, respectively. It seems however that the conclusions can be made valid generally.

LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object (LOD(Level-of-detail)이용한 3D객체의 동적 계층의 충돌 검사 성능 향상)

  • Lee, Chun-Ho;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.963-968
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    • 2007
  • In this paper introduce Standard 3D object(Bounding-Volume). In 3D game very efficient control algorithm Using collision detection which controls the convenient of a game based on Standard 3D object specially collision-detection. This algorithm is designed LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object.

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