ÇѱÛÁ¦¸ñ(Korean Title) |
¸ÖƼÇ÷¹ÀÌ ½Ç½Ã°£ Àü·« ½Ã¹Ä·¹ÀÌ¼Ç °ÔÀÓÀ» À§ÇÑ µ¿±âÈ ¾Ë°í¸®ÁòµéÀÇ ¼º´É Æò°¡ |
¿µ¹®Á¦¸ñ(English Title) |
Performance Evaluation of Synchronization Algorithms for Multi-play Real-Time Strategy Simulation Games |
ÀúÀÚ(Author) |
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Min Seok Kang
Kyung Sik Kim
Sam Kweon Oh
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¿ø¹®¼ö·Ïó(Citation) |
VOL 15 NO. 02 PP. 1280 ~ 1283 (2008. 11) |
Çѱ۳»¿ë (Korean Abstract) |
MOG(Multiplayer Online Game)ÀÇ ³×Æ®¿öÅ© ¼º´ÉÀº ³×Æ®¿öÅ© ºÎÇÏ·®°ú »ç¿ëÀÚÀÇ ÀԷ¿¡ ´ëÇÑ ¹ÝÀÀ¼Óµµ·Î ÃøÁ¤ °¡´ÉÇÏ´Ù. º» ³í¹®Àº MOGÀÇ ÀÏÁ¾ÀÎ ½Ç½Ã°£ Àü·« ½Ã¹Ä·¹ÀÌ¼Ç ºÐ¾ß¿¡¼ °ÔÀÓ µ¿±âÈ¿¡ ÀÌ¿ëµÇ´Â ÇÁ·¹ÀÓ Àá±Ý(frame lock) ¾Ë°í¸®Áò°ú °ÔÀÓ ÅÏ(game turn) ¾Ë°í¸®ÁòÀ» ¼Ò°³ÇÏ°í ±× ¼º´ÉÀ» Æò°¡ÇÑ °á°ú¸¦ Á¦½ÃÇÑ´Ù. ¶ÇÇÑ µ¿±âÈ ¾Ë°í¸®ÁòµéÀ» ½±°Ô ±³Ã¼ÇÏ¿© È¿À²ÀûÀÎ Æò°¡¸¦ ÁøÇàÇÒ ¼ö ÀÖ´Â MOG ¼¹ö ±¸Á¶µµ Á¦½ÃÇÑ´Ù.
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¿µ¹®³»¿ë (English Abstract) |
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.
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Å°¿öµå(Keyword) |
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