• Title/Summary/Keyword: multiplayer

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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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Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

Development and Validation of an Scale to Measure Flow in Massive Multiplayer Online Role Playing Game (교육용 MMORPG에서의 학습자 몰입 측정척도 개발 및 타당화)

  • Chung, Mi-Kyung;Lee, Myung-Geun;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.59-68
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    • 2009
  • This paper aims to explore the factors of learner's flow and to develop and validate a scale to measure the flow in Massive Multiplayer Online Role Playing Game(MMORPG) for education. First of all, potential factors were drawn through literature review. The potential stage comprises 6 factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment) and 16 subfactors. With total 48 items developed. a survey was carried out among 293 elementary learners who had been participating in a commercial MMORPG for English skills to measure their flow in the MMORPG by utilizing the potential scale. Using the responses collected from 288 respondents, exploratory factor analysis, reliability analysis, and confirmatory factor analysis were performed. The expository factor analysis showed that items within each sub-factors could be bound into one factor. That is, the variables evaluating learner's flow were divided into six factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment). And these factors were interpreted consisting of 16 sub-ones. Reliability estimates indicated that the evaluation tool had good internal consistency. The confirmatory factor analysis did confirm the model suggested by the expository factor analysis. Over fit measures(CFI, NFI, NNFI) showed the good suitability of the model. Findings of this study confirmed the validity and reliability of the scale to measure learner's flow in MMORPG.

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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Combing data representation by Sparse Autoencoder and the well-known load balancing algorithm, ProGReGA-KF (Sparse Autoencoder의 데이터 특징 추출과 ProGReGA-KF를 결합한 새로운 부하 분산 알고리즘)

  • Kim, Chayoung;Park, Jung-min;Kim, Hye-young
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.103-112
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    • 2017
  • In recent years, expansions and advances of the Internet of Things (IoTs) in a distributed MMOGs (massively multiplayer online games) architecture have resulted in massive growth of data in terms of server workloads. We propose a combing Sparse Autoencoder and one of platforms in MMOGs, ProGReGA. In the process of Sparse Autoencoder, data representation with respect to enhancing the feature is excluded from this set of data. In the process of load balance, the graceful degradation of ProGReGA can exploit the most relevant and less redundant feature of the data representation. We find out that the proposed algorithm have become more stable.

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

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
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    • v.61 no.3
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    • pp.475-492
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    • 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.

Performance Evaluation of Synchronization Algorithms for Multi-play Real-Time Strategy Simulation Games (멀티플레이 실시간 전략 시뮬레이션 게임을 위한 동기화 알고리즘들의 성능 평가)

  • Min Seok Kang;Kyung Sik Kim;Sam Kweon Oh
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1280-1283
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    • 2008
  • The network performance of MOGs(Multiplayer Online Games) can be measured by the amount of network loads and the response times on user inputs. This paper introduces a frame locking algorithm and a game turn algorithm that have been used for game synchronization in the area of RTS(Real-time Strategy Simulation) Games, a kind of MOG; the results of performance evaluation of these two algorithms are also given. In addition, a server architecture for MOG servers in which replacing synchronization algorithms can be done easily for pursuing efficient performance evaluation, is also introduced.