Indo
nesia
n
Journa
l
of El
ect
ri
cal Engineer
ing
an
d
Comp
ut
er
Scie
nce
Vo
l.
1
3
,
No.
1
,
Jan
uar
y
201
9
,
pp.
1
16
~
1
22
IS
S
N: 25
02
-
4752, DO
I: 10
.11
591/ijeecs
.v1
3
.i
1
.pp
1
16
-
1
22
116
Journ
al h
om
e
page
:
http:
//
ia
es
core.c
om/j
ourn
als/i
ndex.
ph
p/ij
eecs
Compar
ative an
alys
i
s of fi
rst pe
rson sh
ooter ga
m
es on
game
modes a
nd
we
ap
ons
-
mil
it
ary
-
th
em
ed, ove
rwatch,
and pl
ayer
un
kn
owns’ bat
tl
egroun
d
Ha
e
Kyun
g R
hee,
Doo Heo
n Son
g,
Je
ong
Hoon
Kim
Depa
rtment
o
f
C
om
pute
r
Gam
es,
Yong
-
In
SongD
am Col
le
g
e, Yong
-
in
17145,
Kor
ea
Art
ic
le
In
f
o
ABSTR
A
CT
Art
ic
le
history:
Re
cei
ved
Oct
1
, 2
018
Re
vised N
ov
22
, 2
018
Accepte
d
Dec
3
, 2
018
First
-
per
son
shooter
is
a
v
ide
o
game
genr
e
c
ent
er
ed
on
gun
and
oth
er
wea
pon
-
base
d
c
om
bat
in
a
f
irst
-
per
son
per
spe
ctive.
It
is
th
e
se
cond
m
ost
fav
ore
d
g
enr
e
a
m
ong
y
oung
Ko
rea
n
m
ale
game
rs.
Recent
l
y
,
the
resurre
c
te
d
old
-
school
-
shoot
er
Overwat
ch
a
nd
Bat
tl
e
Ro
y
a
l
e
st
y
l
e
Pla
y
er
Unknow
ns
’
Bat
tleground
en
jo
y
a
big
succ
e
ss
in
Korea
n
game
m
ark
et
and
worldwide
m
ea
nwhile
th
e
m
il
it
ar
y
-
th
emed
games
in
the
g
e
nre
have
shrunk
en
espe
cia
l
l
y
in
Korea
n
m
ark
et
.
In
thi
s
pape
r,
we
ta
ke
a
compa
rat
iv
e
ana
l
y
sis
on
the
game
struct
ure
s
and
g
ame
m
odes
and
par
ticula
r
l
y
the
wea
pon
s
y
stem
used
in
the
game
to
fa
ci
l
it
a
t
e
the
p
lay
e
r
bala
nci
ng
in
the
t
eam
base
d
combat.
Two
recent
succ
essful
game
s
in
the
genr
e
show
ed
diffe
ren
t
strengt
hs
over
tra
ditional
m
il
it
ar
y
-
th
emed first
-
per
son
-
shooter in
th
is c
om
p
ara
t
ive
stud
y
.
Ke
yw
or
d
s
:
First Pe
rson Sh
oo
te
r
Ov
e
rwat
ch
Play
er Bala
nce
Play
erUnkn
owns
Ba
tt
le
gro
und
Weapo
n
Copyright
©
201
8
Ins
ti
tute
o
f Ad
vanc
ed
Engi
n
ee
r
ing
and
S
cienc
e
.
Al
l
rights re
serv
ed
.
Corres
pond
in
g
Aut
h
or
:
Doo He
on S
ong
,
Dep
a
rtm
ent o
f C
om
pu
te
r
Ga
m
es
,
Yon
g
-
In S
ongDam
Colle
ge
,
571
-
1 C
he
o
-
i
n Gu,
Yon
g
-
i
n 1
7145, K
or
ea
.
Em
a
il
:dso
ng
@ysc.ac.
kr
1.
INTROD
U
CTION
First
-
per
s
on
s
hoote
r
(FPS)
is
a
vid
e
o
gam
e
genre
ce
ntered
on
gun
a
nd
ot
her
weapo
n
-
ba
sed
com
bat
in
a
first
-
per
s
on
pe
rsp
ect
i
ve;
the
play
er
ex
pe
riences
the
ac
ti
on
thr
ough
th
e
ey
es
of
the
prota
gonist.
FP
S
of
te
n
fo
c
us
es on
act
i
on
gam
eplay
,
with f
ast
-
pace
d
a
nd
bl
oody
fi
ref
ig
h
ts
ty
pical
ly
giv
e p
la
ye
rs
a
ch
oice o
f
we
apons
,
wh
ic
h
ha
ve
a
la
rg
e
im
pact
on
how
the
play
er
will
app
r
oac
h
the
gam
e
[1
]
.
So
-
cal
le
d
m
il
i
t
ary
-
them
ed
gam
es
in
this
ge
nr
e
ha
ve
reali
sti
c
m
od
el
s
of
act
ual
we
apons
i
ncorpo
r
at
ing
their
rate
of
fire,
m
agazine
siz
e,
am
m
u
niti
on
a
m
ou
nt,
a
nd
ac
cur
acy
.
Othe
r
FPS
gam
es
m
a
y
incorporate
im
aginati
ve
va
r
ia
ti
on
s
of
wea
pons,
util
iz
ing
a
wide
arr
ay
of
pro
j
ec
ti
le
s,
fr
om
la
ser,
e
nergy,
plas
m
a,
ro
c
ket
an
d
gr
e
na
de
la
unc
her
s
or
cr
os
s
bows
.
A
rece
nt
su
r
vey
sh
owe
d
t
hat
F
PS
was
the
se
cond
m
os
t
fa
vorite
genre
am
ong
K
or
ea
n
y
oung
m
al
e
gam
ers
only
ne
xt
to
the
m
assivel
y
m
ult
iplay
er online
r
ole
-
play
ing
ga
m
es (
MM
ORP
Gs) [
2].
FPS
gam
es
hav
e
the
intersec
ti
on
of
prop
e
rt
ie
s
including
m
ai
nly
dev
el
op
ed
f
or
the
arc
ade
shoo
ti
ng
gam
es and
f
li
ght si
m
ulatio
n
g
a
m
es, an
d
c
ons
ole gun
gam
es [
3]. T
he gen
re
has
be
en p
opul
ar w
it
h
ea
rly
classi
c
gam
es
su
ch
as
DOOM
series
and
Q
uak
e
se
ries
as
we
m
ay
cal
l
a
cl
assic
or
old
-
sc
hool
-
sh
oote
r
.
T
hen,
with
m
ul
ti
ple p
la
ye
rs’
e
nv
ir
onm
ent, m
any FPS
g
a
m
es h
ave e
xpe
rience
d
s
ucces
ses w
i
th
m
i
li
tar
y su
bject
s wh
ere the
backg
rou
nd
na
rr
at
ive
is
the
World
War
II
or
a
nti
-
te
rro
rism
or
a.
k.
a.
m
ilit
ary
act
ion
s.
S
om
e
research
e
r
s
cal
l
it
as
‘m
ilit
ary
the
m
ed
FPS
’
[
3
-
4].
S
uc
h
m
odel
s
are
enc
our
aged
by
the
r
un
a
way
s
ucces
s
of
Ca
ll
of
D
uty
4:
Mod
e
rn
Wa
rf
a
re
an
d
th
e
rela
ti
ve
si
m
plici
ty
of
t
he
gam
eplay
tem
plate
i
t
est
ablished
.
Ga
m
es
in
this
cat
egory
include
Ra
in
bow
six,
C
ount
er
Stri
ke,
S
ud
den
Atta
ck
,
P
oin
t
Bl
an
k,
a
nd
Alli
ance
of
Vali
ant
A
rm
s
(AVA).
Ty
pical
gam
e
play
fo
c
us
es
on
s
urvi
val
from
inv
asi
on
or
com
bat
sit
uations
with
plot
s
of
esca
pe,
rescu
e
,
occupati
on
a
nd
dem
olit
ion
s
[
3]
.
Team
Fo
rtre
ss
series
a
ddre
sses
a
te
am
m
a
tc
h
in
this ge
nre
in
that play
er
s
join
Evaluation Warning : The document was created with Spire.PDF for Python.
Ind
on
esi
a
n
J
E
le
c Eng &
Co
m
p
Sci
IS
S
N:
25
02
-
4752
Comparati
ve
analysis
of fi
rst
pers
on
sho
oter
gam
es
on g
ame m
od
e
s
and…
(
Ha
e Ky
ung R
hee
)
117
on
e
of
tw
o
te
a
m
s
co
m
pr
isi
ng
m
ult
iple
char
act
er
cl
asses,
battl
ing
in
a
var
ie
ty
of
ga
m
e
m
od
es
including
c
aptu
re
the
fla
g
a
nd
king
of
the
hill
[5
]
.
Ma
ny
ot
her
gam
es
ad
opt
s
uch
te
a
m
m
at
ch
m
ode
with
dif
fer
e
nt
ro
le
s
and
wea
pons
.
W
it
h
ad
diti
onal
ru
le
s
,
the
gam
e
m
ay
hav
e
sev
eral
m
od
es
su
ch
a
s
te
a
m
death
m
at
ch,
el
i
m
inati
on
,
fr
ee
-
f
or
-
al
l si
ngle
p
la
y, a
nd the
la
st
-
m
an
-
sta
nd
ing
[
6].
Re
centl
y
,
O
ve
rw
at
c
h,
a
fast
-
paced
te
am
-
based
old
-
sc
hool
-
sho
oter
-
li
ke
F
PS
e
njo
ye
d
big
s
uccess
in
Korea
n
gam
e
m
ark
et
su
c
h
t
ha
t
it
stop
s
203
wee
ks
strea
k
of
le
a
ding
PC
room
sh
are
by
Leag
ue
of
Le
gend
s
after
just
one
m
on
th
of
it
s
re
le
ase
in
2016.
Since
the
n,
Overw
at
c
h
has
be
en
one
of
the
t
op
3
PC
r
oom
sh
ar
e
char
t
in
play
in
g
hours
[
7].
O
ve
rw
at
c
h
assig
ns
play
ers
into
two
te
am
s
of
six,
with
eac
h
pl
ay
er
sel
ect
ing
f
ro
m
a
ro
ste
r
of
over
20
c
harac
te
rs,
known
as
"
heroes",
eac
h
with
a
un
i
qu
e
sty
le
of
play
whose
ro
le
s
ar
e
div
i
de
d
in
t
o
three
gen
e
ral
cat
egories
that
fit
their
r
ole.
Play
ers
on
a
te
a
m
wo
r
k
to
ge
ther
to
secu
r
e
and
de
fend
con
t
ro
l
po
i
nts
on
a
m
a
p
or
esc
or
t
a
pa
yl
oad
acr
os
s
t
he
m
ap
in
a
lim
it
ed
a
m
ou
nt
of
ti
m
e.
The
reason
of
su
c
h
s
ucces
s
has
bee
n
anal
y
zed
as
fr
es
hne
ss,
chara
ct
er
at
ta
chm
ent,
and
sh
ort
play
tim
e
based
on
th
ou
san
ds
of
Ov
e
r
watch
gam
ers
su
r
vey
[8
]
or
well
-
ba
la
nced
he
ro
ch
aracte
risti
cs
wi
th
their
sig
natu
re
s
kill
s
an
d
A
eon
of
St
rife
(
AOS)
li
ke
aspects t
ha
t are
borro
wed
from
r
eal
tim
e
strat
egy
(RT
S) ge
nr
e
b
y
fiel
d exp
e
rts
[9
]
.
Ther
e
was
a
no
ther
big
wav
e
of
dif
fer
e
nt
sty
le
of
FPS
i
n
2017.
Wh
il
e
r
el
eased
as
an
early
acce
ss
m
od
e
in
Ma
rch,
2017,
Play
er
Unk
now
ns
’
Ba
tt
le
gr
ound
(
PUB
G)
ha
d
s
urpa
ssed
lo
ng
-
sta
ndin
g
po
pu
la
r
ti
tl
es
in
con
c
urre
nt
pla
ye
r
co
u
nt
on
S
te
a
m
,
su
ch
as
Fall
ou
t
4
a
nd
Gr
a
nd
T
hef
t
A
uto
V,
e
ve
ntu
a
ll
y
ov
erta
king
Do
ta
2,
the
m
os
t
play
ed
gam
e
on
the
platfo
rm
fo
r
y
ears,
i
n
Aug
ust
2017
[
10]
.
T
he
gam
e
is
based
on
pre
vious
m
od
s
that
wer
e
crea
te
d
by
Brend
a
n
"Pla
ye
rUnkn
own"
G
reen
e
f
or
ot
her
gam
es
us
in
g
the
film
Battl
e
Roya
le
fo
r
insp
irat
io
n,
a
nd
ex
pande
d
int
o
a
sta
nd
al
one
gam
e
un
der
Gr
ee
ne'
s
creati
ve
directi
on.
I
n
the
gam
e,
up
to
on
e
hundre
d
play
ers
pa
rac
hu
te
onto
a
n
isl
an
d
and
scave
nge
for
wea
pons
a
nd
e
quipm
ent
to
kill
oth
e
rs
wh
il
e
avo
i
ding
getti
ng
kill
ed
them
sel
ves.
T
he
ava
il
able
safe
are
a
of
the
gam
e
's
m
ap
decr
eas
es
in
siz
e
ov
e
r
tim
e,
directi
ng
s
urviving
play
er
s
in
to
ti
gh
te
r
a
reas
to
f
or
ce
e
nc
ounte
rs.
T
he
la
s
t
play
er
or
te
am
sta
nd
in
g
wi
ns
th
e
rou
nd.
T
he
ga
m
e
m
ai
ntains
the
dram
at
ic
t
ensio
n
th
r
oug
h
the
inter
sect
ion
of
un
ce
rtai
nty
an
d
ine
vitabil
it
y.
Un
ce
rtai
nty
is
reinfor
ce
d
by
rando
m
ness
of
the
gam
e
wo
rl
d
an
d
hi
dd
e
n
inf
or
m
at
ion
of
play
er
sta
te
m
ent.
In
e
vitabil
it
y
is
e
m
erg
ed
fro
m
the
le
vel
design
with
c
hoke
po
i
nt,
an
d
restrict
io
n
of
play
able
fiel
d
ov
er
tim
e [1
1].
In ve
ry r
ece
nt m
ark
et
r
esea
rc
h,
P
UBG
le
a
ds
t
he PC
roo
m
sh
are
in play
ing
hours [7]
.
In
this
pa
per
,
we
ta
ke
a
c
omparati
ve
a
naly
sis
of
th
ree
FP
S
gam
es
that
sh
ow
thei
r
own
disti
nctiv
e
play
sty
le
wh
i
le
sh
arin
g
FP
S
char
act
erist
i
cs.
W
e
ch
oos
e
Alli
an
ce
of
Vali
ant
Ar
m
s
(AVA)
as
a
ty
pica
l
m
ilit
ary
-
them
e
d
F
PS
since
it
en
joys
11
ye
ars
of
hist
or
y
i
n
Korea
n
m
ark
et
.
O
verwatc
h
a
nd
P
UBG
are
al
s
o
sel
ect
ed
as
ta
r
gets
to
analy
z
e
beca
us
e
of
t
heir
disti
nctive
cha
racteri
sti
cs
within
FP
S
st
ru
ct
ur
es
as
we
ll
as
recent
im
pr
essive
com
m
ercial
su
ccesse
s.
O
ur
analy
sis
will
fo
c
us
on
the
w
eapon
syst
em
as
a
play
er
balancin
g
too
l
of
s
uc
h
te
a
m
-
based
gam
es
as
well
as
gen
e
ral
com
bat
structu
res
a
nd
gam
e
m
od
es
to
un
der
sta
nd
their
diff
e
re
nces in
play
ing
goal
s a
nd strategie
s
.
2.
A
N
ALY
SI
S
O
F G
AM
E
ST
RUCTU
RES
AND MO
DES
As
a
ty
pical
m
ilit
ary
the
m
e
d
FP
S,
AVA
has
a
cl
assic
c
om
bat
u
ser
int
erf
ace
s
how
n
as
Fig
ure
1.
Play
ers
will
j
oi
n
ei
ther
the
E
U
f
or
ces
or
N
RF
forces
an
d
at
tem
pt
to
co
m
ple
te
their
m
issi
on
obj
ect
ive
or
el
i
m
inate
the
opposin
g
te
am
.
Ther
e
are
3
cl
asses
avail
ab
le
-
po
int
m
an
,
riflem
an,
and
sn
iper
.
A
point
m
an
enjoys
a
qu
ic
ke
r
reloa
d
ti
m
e
and
faster
m
ov
e
spe
ed
,
w
hile
a
riflem
an
gains
m
or
e
a
m
m
o
and
the
ab
il
ity
to
ho
l
d
m
or
e,
al
on
g
with
hea
vie
r
arm
or
,
an
d
a
sn
ipe
r
is
al
lowe
d
to
us
e
a
sn
i
p
er
ri
fle
and
c
an
fire
s
ho
ts
th
at
kill
m
ul
ti
ple targets.
Figure
1.
AV
A Com
bat
Scene
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118
Weapo
ns
are
gi
ven
to
play
ers
from
the
sta
rt
and
t
he
abili
ty
of
weapo
ns
ar
e
pr
e
def
i
ned
but
it
can
be
enh
a
nce
d
par
tl
y
as
the
gam
e
pr
ecee
ds
.
S
ome
sp
eci
al
s
kill
s
are
t
raina
ble
with
respec
t
to
the
cl
asses
th
at
the
us
er s
el
ect
ed.
Par
ac
hu
te
d
r
op
is
possible bu
t
inap
pro
pr
ia
te
u
se o
f
t
he
pa
ra
chu
te
ca
n
giv
e the
fall
ing
dam
age
to
the p
la
ye
r
.
A
V
A has
m
any d
if
fer
e
nt g
am
e m
od
e
s s
how
n
as
Table
1.
Overwatc
h
fea
tures
a
num
ber
of
dif
fer
e
nt
gam
e
m
od
es
a
s
sho
wn
i
n
Ta
ble
2,
pr
inci
pa
ll
y
design
e
d
arou
nd
s
quad
-
base
d
com
bat
with
tw
o
oppo
sing
te
am
s
of
six
play
ers
ea
ch.
Play
ers
sel
ect
on
e
of
ove
r
two
do
ze
n
pr
e
-
m
ade
hero
cha
racters
from
on
e
of
three
cl
ass
ty
pes:
D
ama
ge
h
ero
es
t
hat
deal
m
os
t
of
the
dam
age
to
at
ta
ck
or
de
f
end
c
on
t
ro
l
poi
nts,
T
an
k
hero
es
that
can
abs
orb
a
la
rg
e
am
ount
of
dam
age,
and
Support
heroes
that
prov
i
de
he
al
ing
or
oth
e
r
bu
f
fs
f
or
thei
r
te
a
m
m
at
es.
T
her
e
are
m
any
char
act
er
-
sp
ec
ia
li
zed
weapons
and
sk
il
ls
and
a
ty
pic
al
com
bat
s
cene
is
show
n
as
Fig
ure
2.
Howe
ver,
f
or
each
he
r
o,
the
nu
m
ber
of
av
ai
la
ble
weapo
n kin
ds
are li
m
it
ed.
Table
1.
Mai
n Gam
e Mod
es i
n AVA
Mode
Expl
an
at
ion
Annihil
ation
Te
am De
at
hm
at
ch
to
re
ac
h
a
pre
set
score
or a
tea
m
wins wit
h
th
e highe
r
scor
e
wh
en
t
ime
runs out
.
Dem
oli
ti
on
The E
U for
ce
s
m
ust pl
ant
the b
om
b
at
on
e
of
th
e
two
bom
b
po
in
ts whi
le t
he
NRF
forc
es
are
ta
sked
wi
th
stop
ping
th
em.
E
scort
The
EU
forc
es
m
ust e
scort a
t
an
k
past ene
m
y
l
in
es,
whil
e the NRF
forc
es
wil
l
b
e t
aske
d
with
pre
venting
th
is
Dom
ina
ti
on
Both
t
ea
m
s c
om
pet
e
for
dom
inat
ion
over
a
target
.
Cross
Stea
l
Both
t
ea
m
s a
re
t
aske
d
with
re
tri
e
ving
th
e ene
m
y
'
s
la
un
ch
k
e
y
and re
turni
ng
it to
th
ei
r
own
base
,
whi
le de
f
e
nding
th
ei
r
own
.
Esca
pe
EU
troops
tr
y
to
esc
ape t
o
a
waiti
ng
boat whil
e
N
RF
troops
tr
y
to s
top
the
m
.
Free
-
for
-
All
Pla
y
ers
ar
e
p
it a
gai
nst
ea
ch
oth
er
.
(Indiv
idual)
Figure
2.
Overw
at
ch
Com
bat
Sc
e
ne
Table
2.
O
verwatc
h
Ma
i
n G
a
m
e Mod
es
Mode
Expl
an
at
ion
As
sault
T
he at
t
ac
k
ing
t
e
am m
ust t
ake t
w
o
ca
p
ture poi
nts,
while t
h
e
def
en
ding
t
ea
m
a
tt
em
pts t
o
pre
vent t
hem un
t
il
th
e ti
m
e
runs
o
ut.
Control
T
wo t
e
ams
fight
over
a
c
apt
ur
e
p
oint
in
a
best
-
of
-
thre
e
form
at
.
Escor
t
T
he at
t
ac
k
ing
t
e
am m
ust e
scort a
pa
y
lo
ad to
a
de
l
ive
r
y
po
int
,
whil
e
th
e
d
efe
nding
t
ea
m
at
t
empts t
o
pr
ev
ent
the
m
unt
il
th
e
t
ime
runs out
.
H
y
brid
H
y
brid
is a ga
m
e
m
ode in
which
combines
two
t
y
pes
of
oth
er
g
a
m
e
m
odes.
Fo
r
P
UBG
,
al
thou
gh
the
m
ain
goal
of
the
gam
e
is
the
last
m
an
sta
nd
in
g,
it
of
fe
rs
du
o
or
s
qu
a
d
op
ti
ons
i
n
play
ing
as
s
how
n
un
Table
3.
H
oweve
r,
t
he
re
is
no
di
st
incti
ve
r
ole
inside
t
he
te
a
m
.
All
equ
i
pm
ents/weapons
an
d
vec
hicle
s
sho
ud
be
obta
ine
d
within
t
he
gam
e
sit
uation
as
s
hown
in
Fig
ure
3
(b)
a
nd
the
com
bat
is
perform
ed
by
us
in
g
eq
uip
m
ents
that
a
player
ob
ta
i
ns
in
the
gam
e.
The
gam
e
pr
oceed
s
with
rep
et
it
ive
s
u
ch
it
e
m
far
m
ing
–
m
ov
in
g
–
com
bat
cy
cl
es.
Th
us
,
unli
ke
AVA,
t
he
wea
pons
a
nd
ass
oc
ia
te
d
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Comparati
ve
analysis
of fi
rst
pers
on
sho
oter
gam
es
on g
ame m
od
e
s
and…
(
Ha
e Ky
ung R
hee
)
119
a
m
m
un
it
ion
s
houl
d
be
far
m
ed
befo
re
the
c
om
bat.
The
re
are
m
uch
m
or
e
lo
gical
sel
ect
ion
s
the
play
er
sh
oul
d
m
ade w
it
h dec
reasin
g
m
ap
siz
e over
tim
e. PU
BG als
o o
ff
e
rs
thi
rd
-
p
e
rs
on
-
vie
w
as
well
a
s f
irst
-
pe
rs
on
-
vi
ew.
(a)
Com
bat Sce
n
e
(b)
Dropping
Su
ppli
es
F
igure
3. P
UBG
Com
bat and
Supp
li
es
Dro
ppin
g
Table
3.
PU
B
GG
am
e Mod
es
Mode
Expl
an
at
ion
Solo
Com
ple
te
fr
ee fo
r
all,
kill
eve
r
y
o
ne,
b
e the la
st
on
e
a
li
ve
.
Duo
Pla
y
er
wi
l
l
b
e
p
a
ire
d
up
with
another
ind
ivi
dua
l an
d
will c
om
pete
t
o
be the la
st
one
s a
li
v
e.
Squad
Pla
y
ers
ar
e
org
a
niz
ed
int
o
t
ea
m
s in
groups of
2,
3
or
4
play
e
rs a
nd
pit
t
ed against
e
a
ch
oth
er.
The dif
fer
e
nt c
om
bat elem
ent
s thr
ee
an
al
yz
e
d gam
es h
ave a
re sum
m
eriz
ed
in Ta
ble
4.
Table
4.
C
om
bet Ele
m
ents Co
m
par
ison
Com
bat
Elem
ents
AVA
Overwat
ch
PU
BG
Hea
li
ng
X
O
O
W
ea
the
r
X
X
O
Speci
a
l
W
ea
pon
O
X
O
Role
s
O
O
X
W
ea
pon
Diver
si
t
y
O
X
O
Fall
ing
D
amage
O
X
O
Mai
n
Goal
Annihil
ation
Te
am Win
Survival
3.
WEAPO
NS A
ND
PLA
YER
BALA
NC
I
NG
In
F
PS,
wea
pons
can be used
to instil
l a sense o
f
arti
fici
al
ch
aracte
r de
velo
pm
ent [
12
]
. A
l
so
, wea
po
n
desig
n
ca
n
guide
the
pacin
g
of
the
gam
e
wh
il
e
e
nc
oura
ging
the
play
er
to
de
velo
p
t
heir
own
sk
il
l
s
[
13
]
.
Weapo
n
patte
r
ns
m
ay
include
the
af
f
orda
nc
e,
co
ns
e
qu
e
nc
e,
an
d
le
vel
pa
tt
ern
s.
Weapo
n
desi
gn
a
nd
r
el
at
ed
sk
il
ls
aff
ect
the
gam
e
play
i
ng
patte
r
ns
an
d
le
vel
desi
gn.
W
ea
pons
m
ay
be
cl
assifi
ed
into
gro
ups
s
uc
h
as
sn
i
ping
we
apon,
cl
os
e
bl
ast
,
assault
w
eapon,
pr
oj
ect
il
es,
powe
r
w
eapon,
m
el
ee
weapo
n,
a
nd
placed
weapo
n [14]
In
cl
assic
al
m
i
li
ta
ry
-
them
ed
FPS
li
ke
A
VA,
wea
pons
are
giv
e
n
to
the
pl
ay
er
an
d
acc
ordin
g
to
their
ro
le
s,
weapo
ns
hav
e
their
s
tren
gth
s
an
d
weaknesse
s.
T
hu
s
,
in
this
ty
pe
of
FPS,
w
eapons
do
af
f
ect
the
perform
ance
but
not
to
o
m
uch
re
la
te
d
wit
h
the
play
er/t
ea
m
balancin
g.
So
m
e
weapo
ns
us
e
d
in
A
V
A
wit
h
resp
ect
t
o play
er roles a
re sh
own
in Fi
g
ure
4.
In
te
am
based
FPS,
since
a
t
ea
m
con
sist
s
of
pl
ay
ers
with
diff
e
re
nt
sk
il
l
le
vels,
play
er
ba
la
ncing
is
essenti
al
to
m
a
ke
play
ers
m
axi
m
ally
ente
rtai
ning
the
gam
e
[15].
Play
er
ba
la
ncing
at
te
m
p
ts
to
pr
ov
i
de
a
ssist
s
to
weak
e
r
play
ers
(or
detrim
e
nts
to
stronge
r
play
ers)
in
ord
er
to
prov
i
de
a
m
or
e
com
petitive
gam
e
[1
6]
.
Th
e
issues
of
bala
nc
ing
c
om
petit
i
ve
m
ulti
play
er
gam
es
hav
e
le
d
to
resea
rc
h
i
nto
way
s
of
ac
hieving
t
his
ba
la
nce.
The
gen
e
ral
a
ppr
oach
es
ga
m
e
research
e
r
s
ha
ve
de
velo
ped
t
o
s
olv
e
t
his
pro
blem
c
an
be
cat
eg
or
i
zed
int
o
diff
ic
ulty
adju
st
m
ent,
m
at
chm
aking
,
asy
m
m
et
ric
ro
le
s,
a
nd
ai
m
assist
a
nce.
Howe
ver
,
these
te
chn
i
ques
ha
ve
lim
it
at
ion
s for
dep
l
o
ym
ent w
hen s
kill
levels va
ry substa
ntial
ly
[
17
]
.
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on
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n
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E
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c Eng &
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m
p
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Vo
l.
1
3
, N
o.
1
,
Ja
nu
a
ry
201
9
:
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1
6
–
1
22
120
(a)
For Rif
le
m
an
(b)
For Snipe
r
(c)
or
Pointm
an
Fi
g
ure
4.
W
ea
pons
i
n AVA
with
resp
ect
t
o Pl
ay
er Ro
le
s
In
O
verwatc
h,
play
er
c
har
act
ers
(
he
ro
es
)
not
on
ly
ha
ve
dif
fer
e
nt
r
oles
bu
t
al
so
they
ha
ve
dif
fe
re
nt
sp
eci
al
iz
ed
we
apons
a
nd
sk
il
ls
at
ta
ched
to
t
hem
.
By
design
i
ng
li
ke
t
hat,
O
verwatc
h
m
akes
m
at
ch
m
aking
an
d
giv
in
g
diff
e
re
nt
ro
le
s
m
or
e
ba
la
nced
th
an
ot
her
FP
S
gam
es.
The
“
ultim
at
e”
sk
il
l
that
is
a
hig
h
-
ris
k
-
high
-
return
s
kill
s
can
sh
a
ke
t
he
res
ult
of
t
he
com
bat.
T
hu
s
,
relat
ively
un
e
xp
e
ri
enced
play
ers
can
co
ntri
bu
te
to
the
te
a
m
p
erfor
m
ance in
that
way
. Ta
ble 5 sum
m
arizes differe
nt h
e
r
oes’ r
oles, w
e
ap
ons,
a
nd
ultim
at
e sk
il
l
s.
Table
5.
O
verwatc
h He
ro
es
–
Weapo
ns
a
nd
Ultim
at
e Sk
il
ls
Na
m
e
Ro
le
W
eapo
n
Categ
o
ry
Sk
ill
Melee
Hitscan
Projectile
Sh
o
tg
u
n
Bea
m
s
Ulti
m
at
e
D.Va
Tank
o
o
o
WA
Orisa
Tank
o
SF
Rein
h
ardt
Tank
o
LS
Ro
ad
h
o
g
Tank
o
o
CO
W
in
sto
n
Tank
o
o
CO
Zarya
Tank
o
o
LS
Bas
tio
n
Da
m
ag
e
-
D
o
o
SS
Do
o
m
f
i
st
Da
m
ag
e
-
A
o
o
o
LF
Gen
ji
Da
m
ag
e
-
A
o
o
SS
Han
zo
Da
m
ag
e
-
D
o
WA
Ju
n
k
rat
Da
m
ag
e
-
D
o
LF
McCree
Da
m
ag
e
-
A
o
LF
Mei
Da
m
ag
e
-
D
o
o
LS
Ph
arah
Da
m
ag
e
-
A
o
LF
Reap
er
Da
m
ag
e
-
A
o
o
LF
So
ld
ier:76
Da
m
ag
e
-
A
o
SS
So
m
b
ra
Da
m
ag
e
-
A
o
AS
Sy
m
m
et
ra
Da
m
ag
e
-
D
o
o
AS
Torb
jo
rn
Da
m
ag
e
-
D
o
o
o
SS
Tr
ace
r
Da
m
ag
e
-
A
o
LF
W
id
o
w
m
ak
e
r
Da
m
ag
e
-
A
o
AS
An
a
Su
p
p
o
rt
o
o
SF
Brig
itte
Su
p
p
o
rt
o
LH
Lucio
Su
p
p
o
rt
o
LH
Mer
cy
Su
p
p
o
rt
o
o
SS
Moira
Su
p
p
o
rt
o
SS
Zenyatta
Su
p
p
o
rt
o
LH
Key:
D
am
age
-
A: D
am
age
-
Atta
ck
Dam
age
-
D: D
am
age
-
De
fen
se
A
S: As
sist
CO: Com
posit
e
LF: Lar
ge Fi
re
LH: La
rg
e
H
ea
li
ng
S
F: Stre
ng
then Fo
rce
SS:
Stren
gth
e
n Sel
f
WA
:
Wide
Are
a A
tt
ac
k WS:
W
i
de A
rea Ste
rn
In
P
UBG
,
sinc
e
it
is
basical
ly
a
la
st
-
m
an
-
sta
nd
i
ng
gam
e,
there
is
no
nee
d
to
m
ake
play
er
balance
in
the
te
a
m
.
Ho
w
ever,
the
play
er’
s
pe
r
form
ance
is
aff
ect
ed
by
it
e
m
s
far
m
e
d
an
d
am
m
un
i
ti
on
s
are
ass
oc
ia
te
d
with
sp
eci
fic
guns
/
rifles
as
show
n
in
Ta
ble
6.
T
hus,
play
e
rs
sho
uld
m
ake
strat
egic
dec
isi
on
s
on
wh
at
it
e
m
s
he/she
sho
uld
ob
ta
in
and
us
e
at
the s
pecific
com
bat scene m
or
e o
ften
tha
n othe
r
ty
pes o
f
FP
S.
Evaluation Warning : The document was created with Spire.PDF for Python.
Ind
on
esi
a
n
J
E
le
c Eng &
Co
m
p
Sci
IS
S
N:
25
02
-
4752
Comparati
ve
analysis
of fi
rst
pers
on
sho
oter
gam
es
on g
ame m
od
e
s
and…
(
Ha
e Ky
ung R
hee
)
121
Table
6.
Wea
pon
-
Amm
un
it
ion
c
om
po
sit
ion
in P
UBG
A
m
m
u
n
itio
n
5
.56
m
m
7
.62
m
m
9
m
m
.45
ACP
1
2
Gaug
e
3
0
0
m
ag
n
u
m
W
eig
h
t
0
.5
0
.7
0
.37
5
0
.4
1
.25
1
Ass
au
lt Rif
le
M16
A4
AKM
M41
6
Groza
SCAR
-
L
AUG
QBZ9
5
Desig
n
ated
M
arks
m
a
n
Rif
le
Mini1
4
SKS
VSS
QBU
SLR
Mk1
4
Sn
ip
er
Rif
le
Kar98
k
AW
M
M24
Su
b
M
achi
n
e Gun
.
Micr
o
U
ZI
To
m
m
y
Gu
n
UMP9
Vector
Ligh
t M
achi
n
e Gu
n
.
M24
9
DP
-
28
S1
8
9
7
Sh
o
tg
u
n
S6
8
6
S1
2
K
Th
us
,
weapo
ns
in
A
VA
a
re
only
associat
ed
with
play
er
ro
l
es
w
he
reas
we
apons
in
O
verwatc
h
has
sp
eci
fic
ti
es
with
the
play
e
r
ch
aracte
r
an
d
ass
ociat
ed
s
kill
s
to
m
ake
bette
r
play
er
balance
i
n
th
e
te
a
m
.
Weapo
ns
a
nd
it
s
relat
ion
sh
i
p
with
am
m
un
ition
i
n
P
UBG
requires
m
or
e
strat
egic
decisi
on
m
akin
g
in
gam
e
play
ing
.
The
wea
po
n
s
yst
e
m
is
i
m
po
rtant
to
pro
vide
app
r
opriat
e
le
vel
desig
n
in
the
gam
e.
By
fo
rci
ng
the
play
er
to
us
e
par
ti
cula
r
wea
pons
in
ce
rtai
n
pa
rts
of
a
l
evel,
the
le
vel
desig
ner
util
i
zes
the
relat
io
ns
hi
ps
betwee
n
the
w
eapon
a
nd
le
ve
l
to
best
con
t
ro
l
the
e
xp
e
rience
an
d
gam
eplay
[14].
In
FPS
gam
e
struc
ture
,
the
play
er
s
ho
uld
hav
e
m
any
cogniti
ve
lo
gical
decisi
on
m
aking
at
w
hat
wea
pons
a
re
best
s
uited
for
a
certai
n
area
or
sit
uatio
n.
T
hat
m
igh
t
be
the
reas
on
of
ps
yc
holo
gical
ly
po
sit
ive
im
pact
of
FP
S
play
ers
sh
owin
g
si
gnif
ic
antly
sh
ort
er
reacti
on
tim
e
wh
il
e
s
witc
hing
betwee
n
c
om
plex
cogniti
ve
ta
sks
com
par
ed
t
o
non
-
play
ers
[1
8].
4.
CONCL
US
I
O
N
FPS
gam
es
hav
e
had
a
lo
ng
histor
y
of
su
c
cesses
in
t
he
gam
e
m
ark
et
as
early
as
Wo
lf
enstei
n
3D
(19
92)
a
nd
D
oom
(1
993).
A
pa
rt
from
su
ch
c
la
ssica
l
FPS,
m
ilit
ary
-
them
e
d
FP
S
gam
es
su
ch
as
Ca
ll
of
Du
ty
,
Sudd
e
n
Atta
ck
and
A
V
A
util
iz
e
reali
sti
c
si
tuati
on
s
of
wa
r
or
te
rror
with
“c
lose
-
to
-
real”
w
eapons
a
nd
ef
f
ect
s.
Howe
ver,
this
reali
ty
si
m
ulated
act
io
n
FP
S
gam
es
hav
e
be
en
the
t
op
ic
of
“bein
g
im
pu
l
sive
in
real
li
fe”[
19
]
or
“i
nduce ina
ppr
opriat
e m
i
li
ta
ri
sm
” fo
r
yo
ungst
ers
[
4].
Fr
om
the
vie
w
of
m
ark
et
r
ecepti
on,
F
PS
has
been
the
s
econd
m
os
t
fa
vore
d
ge
nre
a
m
on
g
yo
un
g
Korea
n
m
al
e
ga
m
ers
[2
]
a
nd
two
gam
es
analy
zed
in
this
pa
per
–
O
verwa
tc
h
an
d
P
UB
G
–
st
a
nd
withi
n
top
3
PC
room
sh
are
in
play
ing
ti
m
e
un
ti
l
ver
y
recently
[7
]
.
H
ow
e
ve
r,
at
the
sa
m
e
tim
e,
the
tradit
ion
al
m
il
it
ary
-
them
ed
FPS
gam
es
hav
e
shr
unke
n
in
the
m
ark
et
a
nd
the
bore
dom
du
e
to
re
petit
ive
gam
e
act
ion
s
is
re
ga
rde
d
as the m
ai
n
rea
so
n o
f
s
uc
h
s
t
r
uggle
[9
]
.
Th
us
,
i
n
this
pa
per,
we
a
naly
ze
three
FP
S
gam
es
of
dif
fere
nt
s
ubge
nr
es
on
their
gam
e
m
od
es
an
d
structu
res
an
d
the
weapo
n
syst
e
m
in
par
ti
cu
la
r.
Alli
ance
of
Vali
ant
Ar
m
s
(AVA)
is
sel
ect
ed
as
the
m
od
el
of
tradit
ion
al
m
ili
ta
ry
-
them
ed
FPS
an
d
O
ver
w
at
ch
as
the
res
urrecte
d
cl
assi
cal
old
-
sc
hool
-
sh
oote
r
a
nd
Pl
ay
er
Unk
now
ns
’
Bat
tl
egr
ound
(PU
BG)
as
the
‘
Ba
tt
le
Royal
e’ type F
PS.
In
c
om
par
ison,
AVA
pro
vi
de
s
the
m
os
t
div
erse
gam
e
mo
de
s
but
the
pl
ay
er
balancin
g
inside
the
te
a
m
is
on
ly
ac
com
plished
with
lim
it
ed
nu
m
ber
of
play
er
r
oles
a
nd
their
pr
e
def
i
ned
/s
up
plied
set
of
we
apons
.
In
c
on
t
rast,
O
verwatc
h,
wit
h
fa
ntasti
c
we
apons
a
nd
s
kil
ls
borrow
e
d
f
r
om
AO
S
sty
le
,
pro
vid
es
t
he
m
os
t
div
e
rse
play
er
char
act
e
r
–
wea
pon
-
sk
il
l rela
ti
on
s
hi
ps
w
it
h diff
e
ren
t r
oles in
the tea
m
. S
uch
r
el
at
ionshi
ps
sh
ow
n
in
Table
5
m
igh
t
be
t
he
r
easo
n
of
s
uccess
in
play
er
balanci
ng
an
d
c
onsu
m
er
rece
ptio
n.
P
UBG,
an
ope
n
world
la
st
-
m
an
-
sta
nd
ing
ty
pe
gam
e
m
ai
ntains
the
dram
at
ic
t
ensio
n
th
r
ough
the
uncerta
inty
reinfor
ce
d
by
rand
om
ness
of
the
gam
e
wo
rld
a
nd
hidde
n
inf
or
m
at
ion
of
play
er
sta
te
m
ent
and
t
he
inevita
bili
ty
em
erg
ed
from
the level
desig
n wit
h
c
hoke
point,
and
restrict
ion o
f p
la
ya
ble f
ie
ld
over
tim
e.
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NCE
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esi
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ea
t
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Conte
nts Age
n
c
y
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W
hite
Pap
e
r
o
n
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n
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es,
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a
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ea
t
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Pere
ira,
C
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PU
BG
Bec
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e
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e
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te
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ze
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ym
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ng
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fi
rs
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es
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istanc
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oce
ed
ings o
f
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m
es
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Ent
e
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inment
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IE
E
E.
[18]
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at
o
LS
,
Van
Le
euwe
n
PJ
,
Van
Den
W
il
denbe
rg
W
,
Hom
m
el
B.
D
OOM'
d
to
sw
it
ch:
superior
cogni
t
i
ve
fle
xibilit
y
in
pl
a
y
ers
of
f
irst
pe
rson shoote
r
g
ame
s
.
Frontiers
in
p
syc
hology
.
2010
;
1(8). (Onli
ne)
[19]
Dele
uz
e
J,
Chris
ti
a
ens
M,
Nu
y
e
ns
F,
Bil
l
ie
ux
J.
Shoot
at
first
si
ght!
First
pe
rson
shooter
p
lay
ers
display
red
uc
ed
rea
c
ti
on
t
ime
an
d
comprom
ised
inhi
bit
or
y
cont
rol
in
compari
son
t
o
othe
r
v
ide
o
g
a
m
e
play
ers.
Com
pute
rs
in
Hum
an
Be
hav
ior
.
2017
; 72:570
-
6.
BIB
LIOGR
A
PHY
OF A
UT
HORS
Dr.
Ha
e K
y
un
g
Rh
ee
obtained
h
er
B.
S
.
from
Sun
gsil
Univer
si
t
y
,
Korea
in
1979,
M.S.
from
Univer
sit
y
of
Il
linois
at Urbana
-
Champaign,
US
A i
n
1985
,
Ph.
D
.
a
t
Sungkunkua
n
Univer
sit
y
,
Kore
a
in
Com
pute
r
S
ci
en
ce i
n
r
espe
c
t
ive
l
y
.
She
has
b
e
en
a
profe
ss
or at
Depa
rtment
o
f
C
om
pute
r
Gam
es,
Yong
-
in
SongD
am Col
le
g
e, Kore
a, since
2
001
.
Her
rese
arc
h
ar
ea i
n
c
lude
s da
ta
bas
e
d
eve
lopment
,
d
ata
m
odel
l
ing in
G
ame
design
,
Info
rm
at
ion
Secur
ity
.
Pr
of
.
Doo H
eon
Son
g
rec
e
ive
d
h
is
B.
S. from
Seoul
Nat
iona
l
Univ
ersity
,
Korea
in
1981
and
M.S.
from
the K
ore
a
Adv
anc
ed
I
nstit
ute of
Sc
ie
n
ce
and Tech
nolo
g
y
in
1983
in
Co
m
pute
r
Scie
nc
e
.
He
r
ece
ive
d
h
is Ph.
D.
C
ert
if
ic
a
te i
n
Com
pute
r
Sc
ie
nc
e
f
r
om
the
Univ
ersity
of
Cal
ifornia
at Irvine,
US
A
in
1994
.
He
has
b
ee
n
a professor a
t
Dep
art
m
ent
of
Com
pute
r
Gam
es,
Yong
-
in
SongD
am Col
lege,
Kor
ea,
sinc
e 1997.
His r
es
ea
r
ch
in
te
rests
inclu
de
m
ac
hine
learni
n
g,
ar
ti
f
ic
i
al i
nt
el
l
ige
nc
e, f
uz
z
y
s
ystems
,
m
edi
cal
i
m
age
proc
essing,
and
computer
game
design.
He
is
cur
ren
tly
the
associ
at
e
editor
of
Jour
nal
of
Inform
at
i
on
and
Com
m
unic
at
ion Converge
nc
e En
gine
er
ing.
Pr
of.
J
e
ong
H
o
on
Ki
m
r
ecei
ve
d
his B.
S
.
from
Seoul
Univer
si
t
y,
Kore
a
in
1991
and
M.
S.
from
Yons
ei
Uni
ver
sit
y
,
Korea
in
1994
in
Com
pute
r
Sci
ence. He
w
as
one
o
f
ke
y
de
vel
oper
s
of
onli
n
e
MM
ORP
G
Lineage
to
urnam
ent
from
NCS
oft
during
1
999
-
2001
and
de
vel
oped
seve
ral m
obil
e
g
ames i
n
Softg
en. I
nc. until
2003
.
He
joi
n
ed
wi
th
f
ac
ul
t
y
m
embers
of
Depa
rtment
o
f
C
om
pute
r
Gam
es,
Yong
-
in
SongD
am Col
le
g
e, Kore
a
sin
ce 2003.
His
rese
arc
h
in
te
rest
s inc
lud
e
d
eve
lo
ping
m
obil
e
gam
es
and
on
li
n
e
g
a
m
es.
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