• Title/Summary/Keyword: Agent Gaming

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A Study on Load Distribution of Gaming Server Using Proximal Policy Optimization (Proximal Policy Optimization을 이용한 게임서버의 부하분산에 관한 연구)

  • Park, Jung-min;Kim, Hye-young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.5-14
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    • 2019
  • The gaming server is based on a distributed server. In order to distribute workloads of gaming servers, distributed gaming servers apply some algorithms which divide each of gaming server's workload into balanced workload among the gaming servers and as a result, efficiently manage response time and fusibility of server requested by the clients. In this paper, we propose a load balancing agent using PPO(Proximal Policy Optimization) which is one of the methods from a greedy algorithm and Policy Gradient which is from Reinforcement Learning. The proposed load balancing agent is compared with the previous researches based on the simulation.

An Agent Gaming and Genetic Algorithm Hybrid Method for Factory Location Setting and Factory/Supplier Selection Problems

  • Yang, Feng-Cheng;Kao, Shih-Lin
    • Industrial Engineering and Management Systems
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    • v.8 no.4
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    • pp.228-238
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    • 2009
  • This paper first presents two supply chain design problems: 1) a factory location setting and factory selection problem, and 2) a factory location setting and factory/supplier selection problem. The first involves a number of location known retailers choosing one factory to supply their demands from a number of factories whose locations are to be determined. The goal is to minimize the transportation and manufacturing cost to satisfy the demands. The problem is then augmented into the second problem, where the procurement cost of the raw materials from a chosen material supplier (from a number of suppliers) is considered for each factory. Economic beneficial is taken into account in the cost evaluation. Therefore, the partner selections will influence the cost of the supply chain significantly. To solve these problems, an agent gaming and genetic algorithm hybrid method (AGGAHM) is proposed. The AGGAHM consecutively and alternatively enable and disable the advancement of agent gaming and the evolution of genetic computation. Computation results on solving a number of examples by the AGGAHM were compared with those from methods of a general genetic algorithm and a mutual frozen genetic algorithm. Results showed that the AGGAHM outperforms the methods solely using genetic algorithms. In addition, various parameter settings are tested and discussed to facilitate the supply chain designs.

An Efficient Load Balancing Scheme for Gaming Server Using Proximal Policy Optimization Algorithm

  • Kim, Hye-Young
    • Journal of Information Processing Systems
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    • v.17 no.2
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    • pp.297-305
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    • 2021
  • Large amount of data is being generated in gaming servers due to the increase in the number of users and the variety of game services being provided. In particular, load balancing schemes for gaming servers are crucial consideration. The existing literature proposes algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading. However, many proposed schemes impose heavy restrictions and assumptions, and such a limited service classification method is not enough to satisfy the wide range of service requirements. We propose a load balancing agent that combines the dynamic allocation programming method, a type of greedy algorithm, and proximal policy optimization, a reinforcement learning. Also, we compare performances of our proposed scheme and those of a scheme from previous literature, ProGreGA, by running a simulation.

Online Games Traffic Multiplexing: Analysis and Effect in Access Networks

  • Saldana, Jose;Fernandez-Navajas, Julian;Ruiz-Mas, Jose;Casadesus, Luis
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2920-2939
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    • 2012
  • Enterprises that develop online games have to deploy supporting infrastructures, including hardware and bandwidth resources, in order to provide a good service to users. First Person Shooter games generate high rates of small UDP packets from the client to the server, so the overhead is significant. This work analyzes a method that saves bandwidth, by the addition of a local agent which queues packets, compresses headers and uses a tunnel to send a number of packets within a multiplexed packet. The behavior of the system has been studied, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage increases to 54% for IPv6, as this protocol has a bigger overhead. The cost of these bandwidth savings is the addition of a new delay, which has an upper bound that can be modified. So there is a tradeoff: the greater the added delays, the greater the bandwidth savings. Significant reductions in the amounts of packets per second generated can also be obtained. Tests have been deployed in an emulated scenario matching an access network, showing that if the number of players is big enough, the added delays can be acceptable in terms of user experience.