• 제목/요약/키워드: game-behaviors

검색결과 182건 처리시간 0.027초

Behavior Pattern Modeling based Game Bot detection (행동 패턴 모델을 이용한 게임 봇 검출 방법)

  • Park, Sang-Hyun;Jung, Hye-Wuk;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • 제20권3호
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    • pp.422-427
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    • 2010
  • Korean Game industry, especially MMORPG(Massively Multiplayer Online Game) has been rapidly expanding in these days. But As game industry is growing, lots of online game security incidents have also been increasing and getting prevailing. One of the most critical security incidents is 'Game Bots', which are programs to play MMORPG instead of human players. If player let the game bots play for them, they can get a lot of benefic game elements (experience points, items, etc.) without any effort, and it is considered unfair to other players. Plenty of game companies try to prevent bots, but it does not work well. In this paper, we propose a behavior pattern model for detecting bots. We analyzed behaviors of human players as well as bots and identified six game features to build the model to differentiate game bots from human players. Based on these features, we made a Naive Bayesian classifier to reasoning the game bot or not. To evaluated our method, we used 10 game bot data and 6 human Player data. As a result, we classify Game bot and human player with 88% accuracy.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • 제7권3호
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Researching the self-presentation desire of decorating in-game space in Social Network Games (SNG의 공간 꾸미기를 통한 자기표현 욕구 연구)

  • Park, Jihye;Paik, Chul-ho
    • Journal of Korea Game Society
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    • 제15권4호
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    • pp.7-18
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    • 2015
  • A social network game (SNG) is the result of a combination of a life simulation game and a social networking service. These types of games are particularly popular among women. This phenomenon calls for research that focuses on the motivation behind playing SNGs, the factors that make SNGs absorbing and, particularly, the space decorating features of SNGs. The current study investigates people's experience with the space decorating features of SNGs and their motivation for playing these games. It observes the behaviors of SNG players, which were typed through Q methodology. Moreover, it specifically analyzes the motivation behind the playing of space-decorating SNGs. The study concludes that most of players were more absorbed in the space-decorating features of these games than they were in their social networking features. This also affects a player's continued playing of these games. This study proves that this phenomenon is related to players' desires for self-representation.

The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory (게이머 특성이 창발적 파티 플레이에 미치는 영향 - 조직시민행동 이론을 중심으로 -)

  • Ahn, Ji Hoon;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • 제14권4호
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    • pp.7-16
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    • 2014
  • This empirical study is to investigate the influence of MMORPG player's social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers' altruistic concern and organizational adaptation in MMORPG.

Mutual Surveillance based Cheating Detection Method in Online Games (상호 감시 기반의 온라인 게임 치팅 탐지 방법)

  • Kim, Jung-Hwan;Lee, Sangjin
    • Journal of Korea Game Society
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    • 제16권1호
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    • pp.83-92
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    • 2016
  • An online game is a huge distributed system comprised of servers and untrusted clients. In such circumstances, cheaters may employ abnormal behaviors through client modification or network packet tampering. Client-side detection methods have the merit of distributing the burden to clients but can easily be breached. In the other hand, server-side detection methods are trustworthy but consume tremendous amount of resources. Therefore, this paper proposes a security reinforcement method which involves both the client and the server. This method is expected to provide meaningful security fortification while minimizing server-side stress.

Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • 제27권1호
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

An Improvement of Finding Neighbors in Flocking Behaviors by Using a Simple Heuristic (단순한 휴리스틱을 사용하여 무리 짓기에서 이웃 에이전트 탐색방법의 성능 개선)

  • Jiang, Zi Shun;Lee, Jae-Moon
    • Journal of Korea Game Society
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    • 제11권5호
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    • pp.23-30
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    • 2011
  • Flocking behaviors are frequently used in games and computer graphics for realistic simulation of massive crowds. Since simulation of massive crowds in real time is a computationally intensive task, there were many researches on efficient algorithm. In this paper, we find experimentally the fact that there are unnecessary computations in the previous efficient flocking algorithm, and propose a noble algorithm that overcomes the weakness of the previous algorithm with a simple heuristic. A number of experiments were conducted to evaluate the performance of the proposed algorithm. The experimental results showed that the proposed algorithm outperformed the previous efficient algorithm by about 21% on average.

Strategic Coalition for Improving Generalization Ability of Multi-agent with Evolutionary Learning (진화학습을 이용한 다중에이전트의 일반화 성능향상을 위한 전략적 연합)

  • 양승룡;조성배
    • Journal of KIISE:Software and Applications
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    • 제31권2호
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    • pp.101-110
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    • 2004
  • In dynamic systems, such as social and economic systems, complex interactions emerge among its members. In that case, their behaviors become adaptive according to Changing environment. In many cases, an individual's behaviors can be modeled by a stimulus-response system in a dynamic environment. In this paper, we use the Iterated Prisoner's Dilemma (IPD) game, which is simple yet capable of dealing with complex problems, to model the dynamic systems. We propose strategic coalition consisting of many agents and simulate their emergence in a co-evolutionary learning environment. Also we introduce the concept of confidence for agents in a coalition and show how such confidences help to improve the generalization ability of the whole coalition. Experimental results are presented to demonstrate that co-evolutionary learning with coalitions and confidence allows better performing strategies that generalize well.

The Control of Character's Behavior by Using FSM-Based Probability Estimation in Games (게임에서 FSM-기반 확률 추정을 이용한 캐릭터의 행동제어)

  • Kim, Hyung-Il;Yoon, Hyun-Nim
    • Journal of Korea Multimedia Society
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    • 제8권9호
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    • pp.1269-1281
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    • 2005
  • The control of character's behavior in games is determined by game designers. One of the popular method used in the control of character's behaviors is rule-based. The rule-based control of behavior makes the flow of play simple and boring. In this paper, we propose an efficient method of controling character's behaviors which can generate various actions of characters by using probability estimation applied to the character's behaviors.

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Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • 제12권11호
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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