• 제목/요약/키워드: Network game

검색결과 689건 처리시간 0.029초

다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현 (Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game)

  • 정출곤;최환언;정선웅
    • 한국게임학회 논문지
    • /
    • 제7권2호
    • /
    • pp.101-112
    • /
    • 2007
  • 모바일 기술의 발전에 따라 모바일 게임도 다운로드 방식 게임에서 대규모 사용자들이 모바일폰을 이용하여 서버에 접속한 상태에서 실시간으로 진행하는 모바일 네트워크 게임(Mobile Network Game)으로 변하고 있다. 이러한 모바일 네트워크 게임을 경제적으로 개발하기 위해서는 이에 적절한 모바일 네트워크 게임 엔진이 필요하게 된다. 본 논문은 모바일 네트워크 게임을 개발하는데 필요한 실시간 무선 다중사용자 온라인 게임 엔진(RWMMO-GE : Realtime Wireless Massively Multiplayer Online RPG Game Engine)에 대한 설계 및 구현 결과를 제시한다. 본 논문의 연구 결과인 RWMMO-GE의 구조는 Network/Client Module, Object Module, Map Tool, Script Editor, Character Editor를 중요한 요소로 하여 이루어진다. 이러한 엔진을 활용하여 제작된 다중사용자 모바일 네트워크 게임의 특징은 모바일폰을 가진 대규모 사용자들이 하나의 맵에서 실시간으로 게임을 진행할 수 있다는 것이며, 이는 모바일 게임에서 새로운 비즈니스 모델이 가능함을 의미한다.

  • PDF

A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • 한국멀티미디어학회논문지
    • /
    • 제7권6호
    • /
    • pp.814-823
    • /
    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

  • PDF

심층 큐 신경망을 이용한 게임 에이전트 구현 (Deep Q-Network based Game Agents)

  • 한동기;김명섭;김재윤;김정수
    • 로봇학회논문지
    • /
    • 제14권3호
    • /
    • pp.157-162
    • /
    • 2019
  • The video game Tetris is one of most popular game and it is well known that its game rule can be modelled as MDP (Markov Decision Process). This paper presents a DQN (Deep Q-Network) based game agent for Tetris game. To this end, the state is defined as the captured image of the Tetris game board and the reward is designed as a function of cleared lines by the game agent. The action is defined as left, right, rotate, drop, and their finite number of combinations. In addition to this, PER (Prioritized Experience Replay) is employed in order to enhance learning performance. To train the network more than 500000 episodes are used. The game agent employs the trained network to make a decision. The performance of the developed algorithm is validated via not only simulation but also real Tetris robot agent which is made of a camera, two Arduinos, 4 servo motors, and artificial fingers by 3D printing.

소셜네트워크게임의 성공요소분석 : 팜빌 게임을 중심으로 (An Analysis for Success Factors of Social Network Game Towards Farmville Game)

  • 김종찬;송승근
    • 한국정보통신학회논문지
    • /
    • 제14권11호
    • /
    • pp.2586-2592
    • /
    • 2010
  • 최근 소셜네트워크게임은 지인과의 관계에 중점을 두면서 여성 유저들과 40대 이상의 고연령층 유저들을 게임 시장으로 끌어내는 등 이용자층 확대에 큰 기여를 하고 있다. 그래서 소셜네트워크게임에 대한 관심과 산업적 확산이 폭발적인 데 반하여 소셜네트워크게임에 대한 학술적인 연구가 미흡하다. 본 연구는 게임전문가와의 심층면담을 통해 최근 성공한 소셜네트워크게임의 성공요인을 살펴보고 이에 대한 개발 지침을 마련하는데 목적이 있다. 소셜네트워크게임 가운데 상업적으로 성공하고 최고의 이용자 수를 갖고 있는 대표적인 게임인 팝벌을 대상으로 핵심 성공요인을 고찰하였다. 그 결과 사회적 교류, 간단한 인터페이스, 비동기 방식, 도구적 합리성 요인이 도출되었다. 본 연구결과를 통해 성공적인 소셜네트워게임을 개발하기 위한 지침으로 활용 될 것으로 기대된다.

모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로 (A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game)

  • 강문영;지영수;한경석
    • 한국게임학회 논문지
    • /
    • 제15권1호
    • /
    • pp.171-184
    • /
    • 2015
  • 기존 게임 관련 연구를 살펴보면 게임의 수용, 사용자 만족, 지속사용 의도, 구전 의도와 같은 연구는 수없이 많이 진행되어 왔으나 서비스 회복의 개념을 게임 연구에 적용시킨 사례는 전무한 상태이다. 본 연구는 국내 주요 모바일 소셜 네트워크 게임 플랫폼인 카카오톡 게임을 중심으로 모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향을 알아보고자 한다. 또한 공정성 이론과 혁신 확산 이론을 바탕으로 모바일 소셜 네트워크 게임 특성 요인을 분석하고 해당 요인들과 서비스 회복과의 인과관계를 규명하였다. 그 결과 적합성을 제외한 모든 모바일 소셜 네트워크 게임 특성이 서비스 회복에 직 간접적인 영향을 미친다는 사실을 밝혀냈다. 이러한 연구결과는 향후 게임 산업의 새로운 비즈니스 모델을 제시하고 위험 요소를 줄여주며 게임 관련 연구의 발전에 기여할 수 있는 참고자료로 활용될 것이라고 기대하고 있다.

Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • 한국컴퓨터정보학회논문지
    • /
    • 제23권10호
    • /
    • pp.81-86
    • /
    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • 한국멀티미디어학회논문지
    • /
    • 제8권6호
    • /
    • pp.798-806
    • /
    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

  • PDF

소셜네트워크게임의 만화적 표현연구 (A Study on Comic Expression of Social Network Game)

  • 이현우;김성남;김병옥
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2011년도 추계학술대회
    • /
    • pp.527-530
    • /
    • 2011
  • 본 고는 SNG(Social Network Game)의 만화적 그래픽 표현에 대한 유형 및 구조 분석이며, SNS(Social Network Service)의 문화적 커뮤니케이션과 게임콘텐츠 능동적 참여에 대한 논의로부터 시작된다. 플랫폼이 가진 정보를 갖고 인터렉션을 통한 관계발전을 목표로 하는 SNG로 게임 패러다임이 변화하고 있는 상황에서 모든 연령대의 사람들이 국경을 초월해 상호교감할수 있는 매개체 역할이 중요시 되고 있다. 본 연구에서는 SNG의 만화적 표현요소가 게임 콘텐츠 제작 및 스토리텔링까지 영향을 미치고 있는 상황에서 이해하기 쉬운 콘텐츠 전달법으로의 만화적 표현연구에 의의를 지닌다.

  • PDF

An Analytical Hierarchy Process Combined with Game Theory for Interface Selection in 5G Heterogeneous Networks

  • Chowdhury, Mostafa Zaman;Rahman, Md. Tashikur;Jang, Yeong Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제14권4호
    • /
    • pp.1817-1836
    • /
    • 2020
  • Network convergence is considered as one of the key solutions to the problem of achieving future high-capacity and reliable communications. This approach overcomes the limitations of separate wireless technologies. Efficient interface selection is one of the most important issues in convergence networks. This paper solves the problem faced by users of selecting the most appropriate interface in the heterogeneous radio-access network (RAN) environment. Our proposed scheme combines a hierarchical evaluation of networks and game theory to solve the network-selection problem. Instead, of considering a fixed weight system while ranking the networks, the proposed scheme considers the service requirements, as well as static and dynamic network attributes. The best network is selected for a particular service request. To establish a hierarchy among the network-evaluation criteria for service requests, an analytical hierarchy process (AHP) is used. To determine the optimum network selection, the network hierarchy is combined with game theory. AHP attains the network hierarchy. The weights of different access networks for a service are calculated. It is performed by combining AHP scores considering user's experienced static network attributes and dynamic radio parameters. This paper provides a strategic game. In this game, the network scores of service requests for various RANs and the user's willingness to pay for these services are used to model a network-versus-user game. The Nash equilibria signify those access networks that are chosen by individual user and result maximum payoff. The examples for the interface selection illustrate the effectiveness of the proposed scheme.

소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향 (The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction.)

  • 김태영;전중양;권두순;박동철
    • 디지털산업정보학회논문지
    • /
    • 제18권1호
    • /
    • pp.93-113
    • /
    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.