• Title/Summary/Keyword: RTS(Real-Time Strategy)

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Study on Preemptive Real-Time Scheduling Strategy for Wireless Sensor Networks

  • Zhi-bin, Zhao;Fuxiang, Gao
    • Journal of Information Processing Systems
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    • v.5 no.3
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    • pp.135-144
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    • 2009
  • Most of the tasks in wireless sensor networks (WSN) are requested to run in a real-time way. Neither EDF nor FIFO can ensure real-time scheduling in WSN. A real-time scheduling strategy (RTS) is proposed in this paper. All tasks are divided into two layers and endued diverse priorities. RTS utilizes a preemptive way to ensure hard real-time scheduling. The experimental results indicate that RTS has a good performance both in communication throughput and over-load.

A Scheme for Efficient Synchronization on Real Time Strategy Games (실시간 전략 시뮬레이션 게임에서의 효율적인 동기화 기법)

  • Kim, Hye-Young;Im, Young-Jong
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.83-92
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    • 2010
  • The command that game users give should be reflected to the game immediately and should be transferred to several objects at once. Also, all game users who participate in game should keep the same progress situation in Real-Time Strategy game. But it takes a certain amount of time to get the command pass to other users, and it is important issue that many commands are synchronized in a short amount of time on server of RTS game. Therefore we propose a scheme for an efficient synchronization based on event locking method on RTS game in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

Development of Strategy Game using Real Time Simulation and Side Scrolling (Real Time Simulation과 횡스크롤을 이용한 전략 게임 개발)

  • Choi, JoonSeok;Kim, Seok-Hun;An, Syungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.87-88
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    • 2019
  • 제안 방법은 유니티 5엔진을 이용하여 횡스크롤 실시간 전략(RTS, Real Time Simulation) 게임은 여러공격로에서 상대방과 서로 여러 거점을 점령하여 실시간으로 전략을 겨루는 게임의 개발을 목표로 한다. 제안 게임은 횡스크롤의 장점인 조작법의 단순함을 살리며 플레이어가 실시간으로 전략을 겨룰 수 있도록 개발 한다. 게임을 처음 접하는 플레이어와 게임을 많이 플레이하여 숙련도가 높은 플레이어 양 쪽에게 모두 장점으로 작용 한다.

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Mobile Real-Time Strategy Game using Web Server (웹 서버를 이용한 모바일 RTS 전략 시뮬레이션 게임)

  • Choi, Ju-Young;Kang, ManJe;Ryu, ChanWhan;An, Syungog;Kim, SeokHun;Kim, SooKyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.60-61
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    • 2017
  • 모바일 게임 시장은 매년 시장 규모가 확대되고 있으며, 대중의 관심 또한 꾸준히 높아지고 있다. 모바일 게임은 대체로 조작이 간단하고 장소에 따른 제약이 없기 때문에 접근하기 쉽다는 특징을 가지고 있으며 이 때문에 앞으로도 모바일 게임 시장의 전망은 밝다고 할 수 있다. 본 논문에서는 모바일 게임에서 가장 성공한 장르 중 하나인 소셜 네트워크 게임 중에서도 RTS 장르의 게임을 기획, 설계 구현한 것에 대해 다루었다.

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A Design of a Coordination Agent Controlling Decision with Each Other Agents in RTS (RTS 게임에서 에이전트와 상호 의사를 조절하는 조정 에이전트의 설계)

  • Park, Jin-Young;Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.117-125
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    • 2009
  • In real-time strategy simulation (RTS) game each team is composed of agents and executes strategies to win other team. Strategy needs agents' cooperation in each team. This needs multi-agent system (MAS). Centralized decision making, one of decision making in MAS, selects actions not to agents but to team by a coordinated agent. Decentralized decision making costs high because each agent communicates with each other. In this paper we propose a system which controls agents by grouping and allocates roles through negotiation by a coordinated agent. Then, when one of allocated actions is not executed or failed, a coordinated agent allocates its role to another agent. We make experiments in starcraft, famous RTS game. When a proposed method is applied, the performance of attack and defense is increased. The improved agents' team wins eight times per ten games.

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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.

Development of Optimal Power Flow for the Ancillary Service of Reactive Power Generation under Restructuring Environment (전력산업 구조개편 환경 하에서 무효전력 보조서비스 운용을 위한 최적조류계산법 개발)

  • Lee, Seung-Ryeol;Lee, Byeong-Jun;Song, Tae-Yong;Jeong, Min-Hwa;Mun, Yeong-Hwan
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.51 no.1
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    • pp.37-44
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    • 2002
  • This Paper suggests reasonable pricing mathod fur Reactive Power in Optimal Power Flow for the system analysis. Under restructuring, not only real power pricing but also reactive power pricing is important for the system analysis and operation. If people just focus on real power pricing, the Generators may no generate reactive power voluntarily, because the Generators may not recover the cost of the reactive power generation. So making a reasonable reactive power pricing is becoming more important than any other time. In this paper, the authors set a Proper Power factor and price the portion of the reactive power that exceeds the power factor using Interior Point Method. By applying this method, the System operator can use this strategy for the analysis of reactive power generation pricing and the Generator can get the motivation to generate reactive power. The author develops fully optimized fast Primal Dual Interior Point Method with sparsity technique and applies this method to Reliability Test System (RTS24) and KEPCO 674 bus system (684 buses. 1279 lines). It shows adaptability and usefulness.

A Cooperation Strategy of Multi-agents in Real-Time Dynamic Environments (실시간 동적인 환경에서 다중 에이전트의 협동 기법)

  • Yoo, Han-Ha;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.13-22
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    • 2006
  • Games such as sports, RTS, RPG, which teams of players play, require advanced artificial intelligence technology for team management. The existing artificial intelligence enables an intelligent agent to have the autonomy solving problem by itself, but to lack interaction and cooperation between agents. This paper presents "Level Unified Approach Method" with effective role allocation and autonomy in multiagent system. This method allots sub-goals to agents using role information to accomplish a global goal. Each agent makes a decision and takes actions by itself in dynamic environments. Global goal of Team coordinates to allocated role in tactics approach. Each agent leads interactive cooperation by sharing state information with another using Databoard, As each agent has planning capacity, an agent takes appropriate actions for playing allocated roles in dynamic environments. This cooperation and interactive operation between agents causes a collision problem, so it approaches at tactics side for controlling this problem. Our experimental result shows that "Level Unified Approach Method" has better performance than existing rental approach method or de-centralized approach method.

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MPC-based Two-stage Rolling Power Dispatch Approach for Wind-integrated Power System

  • Zhai, Junyi;Zhou, Ming;Dong, Shengxiao;Li, Gengyin;Ren, Jianwen
    • Journal of Electrical Engineering and Technology
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    • v.13 no.2
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    • pp.648-658
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    • 2018
  • Regarding the fact that wind power forecast accuracy is gradually improved as time is approaching, this paper proposes a two-stage rolling dispatch approach based on model predictive control (MPC), which contains an intra-day rolling optimal scheme and a real-time rolling base point tracing scheme. The scheduled output of the intra-day rolling scheme is set as the reference output, and the real-time rolling scheme is based on MPC which includes the leading rolling optimization and lagging feedback correction strategy. On the basis of the latest measured thermal unit output feedback, the closed-loop optimization is formed to correct the power deviation timely, making the unit output smoother, thus reducing the costs of power adjustment and promoting wind power accommodation. We adopt chance constraint to describe forecasts uncertainty. Then for reflecting the increasing prediction precision as well as the power dispatcher's rising expected satisfaction degree with reliable system operation, we set the confidence level of reserve constraints at different timescales as the incremental vector. The expectation of up/down reserve shortage is proposed to assess the adequacy of the upward/downward reserve. The studies executed on the modified IEEE RTS system demonstrate the effectiveness of the proposed approach.