• Title/Summary/Keyword: massively multiplayer online role playing game

Search Result 29, Processing Time 0.031 seconds

A Study on AOI for Massively Multiplayer Online Role-Playing Games (대용량 롤-플레잉 게임을 위한 AOI에 관한 연구)

  • Jeon, Il-Gon;Oh, Sam-Kweon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2004.05a
    • /
    • pp.135-138
    • /
    • 2004
  • MMORPG(Massively Multiplayer Online Role Playing Game)에서의 게임 서버는 모든 플레이어에게 게임 정보(오브젝트, NPC, 이벤트, 다른 플레이어들의 정보 등)를 실시간으로 전송해야 한다. 그러나, MMORPG에 참여하는 플레이어의 증가로 인해 전송되는 정보의 양이 많아지면 네트워크 전송 지연과 서버의 부담으로 인해 플레이어들간 정보 전송의 문제가 발생한다. 이를 해결하기 위해 본 논문에서는 AOI(Area Of Interest, 관심영역)를 이용하여 자원 이동 및 동기화를 효율적으로 관리할 수 있는 구성요소들과 적용방안을 제시한다.

  • PDF

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
    • /
    • v.6 no.3
    • /
    • pp.23-32
    • /
    • 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.

  • PDF

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
    • /
    • v.11D no.4
    • /
    • pp.901-906
    • /
    • 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.

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.53-61
    • /
    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

  • PDF

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
    • /
    • v.7 no.11
    • /
    • pp.69-75
    • /
    • 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.

A Study on Localization in the Korean MMORPG - Focusing on the Quest of the Goonzu Online - (한국MMORPG의 현지화에 관한 연구 - 군주온라인의 Quest를 중심으로 -)

  • Kim, Ji-Sun;Park, Jin-Wan;Seo, Dong-Su
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.55-62
    • /
    • 2007
  • The game industry of the Republic of Korea is being firmly located with great benefit and value. As internet developing quickly, the online game of the Republic of Korea boosted up to the level of the best in the world. Online Game has been developed with various types to make the user satisfy. Among those, MMORPG(Massively Multiplayer Online Role Playing Game) is the most popular game type. MMORPG games have getting more popularity in many foreign market but some have failed. Therefore this essay analyzes the MMORPG which has most popular through out the 4 kinds dividing in "Play and Human" by Roger Caillois. Moreover I try to analyze and experiment. Also through out the accomplishing Quest from the Goonzu which is developed and serviced in China, it experimented and it analyzed. With the help of information technology.

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
    • /
    • v.13A no.3 s.100
    • /
    • pp.223-230
    • /
    • 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.

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
    • /
    • v.9 no.5
    • /
    • pp.199-203
    • /
    • 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.

  • PDF

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

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
    • /
    • v.7 no.6
    • /
    • pp.51-62
    • /
    • 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).

  • PDF