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研究生: 呂昶諄
Lu, Chang-Chun
論文名稱: 無線網路遊戲平台與魔法卡片遊戲實作
Wireless Online Game Platform and Implementation of a Collectable Card Game
指導教授: 鄭憲宗
Cheng, Sheng-Tzong
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2003
畢業學年度: 91
語文別: 中文
論文頁數: 69
中文關鍵詞: 魔法卡片遊戲session管理無線網路遊戲平台
外文關鍵詞: collectable card game, session management, wireless online game platform
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  •   由於無線網路的快速發展以及無線網路使用人口的增加,在無線網路上的服務已由單純的電信服務提升到多樣性的多媒體服務,而多媒體服務之中,以提供休閑娛樂為大宗。在一般的固接網路當中(如Internet),網路遊戲算是一個相當重要且相當發達的休閒娛樂服務,而以目前的無線網路來看,無線網路遊戲正悄悄的進入了人們的生活之中。

      相較於有線網路,目前的無線網路遊戲可說是小巫見大巫,但其發展潛力可是不容小覷,因此,在此篇論文中,提出了一套無線網路遊戲的平台,並實作出可於行動裝置上進行遊戲的魔法卡片遊戲,此外,在面對由於無線網路的特性而造成的session管理問題,也提出了幾個可能的解決方案。

      Because of the rapid growth of wireless networks and mobile users, the wireless access services are not only the voice services but also the multimedia services. The entertainment is always an important part of multimedia services. As an example, for Internet the online game has become a very popular entertainment for human life. The same as wireless networks, the wireless online game is happening.

      Compared with the market of wire online games, the one of wireless online games is much smaller. But the potential for wireless online game is worth keeping an eye on it. Therefore, in this thesis we design a wireless online game platform and implement a collectable card game on it. Considering the characteristics of wireless networks, such as frequent disconnection and high bit error rate, it’s necessary to find out a session management police to handle the processing of a session. There are also several solutions that are discussed in this thesis.

    摘要 i Abstract ii 致謝 iii Table of Contents vi List of Figures v List of Equations ix Chapter 1 序論 1 Chapter 2 背景及相關工作 3 2.1 無線遊戲 3 2.1.1 無線網路遊戲 4 2.1.2 當前的市場及趨勢 4 2.2 PersonalJava技術 5 2.2.1 Java Application Environment 6 2.2.2 PersonalJava的變遷 7 2.2.3 J2ME技術 8 2.2.3.1 J2ME架構 9 2.2.3.2 Personal Profile 10 2.3 無線網路上的session管理機制 11 2.3.1 異質性網路之特性 11 2.3.2 session管理通訊協定 12 2.3.3 session管理之斷線回復 13 Chapter 3 魔法卡片遊戲規則 17 3-1 遊戲基本規則 17 3-2 遊戲區域 19 3.3 遊戲回合結構 20 Chapter 4 遊戲平台系統架構 23 4.1 使用者端系統架構 23 4.1.1 使用者介面 25 4.1.2 遊戲元件 25 4.1.3 媒體撥放功能 26 4.1.4 網路功能 26 4.2 伺服器端系統架構 27 4.2.1 遊戲資料 28 4.2.2 Session管理工具 28 4.2.3 網路功能 29 Chapter 5 Session管理 31 5.1 魔法卡片遊戲特性 31 5.2 一般性資料的狀態回復 33 5.3 遊戲狀態回復 34 5.3.1 單純的遊戲狀態回復 34 5.3.2 遊戲訊息日誌 35 5.3.3 以時間為基礎的遊戲狀態回復 36 5.3.4 以訊息個數為基礎的遊戲狀態回復 37 Chapter 6 效能評估與模擬 38 6.1 效能評估 38 6.1.1 效能評估-單純的遊戲狀態回復 40 6.1.1.1 Cost of Maintenance 40 6.1.1.2 Cost of Recovery 40 6.1.2 效能評估-遊戲日誌 41 6.1.2.1 Cost of Maintenance 41 6.1.2.2 Cost of Recovery 41 6.1.3 效能評估-以時間為基礎的遊戲狀態回復 42 6.1.3.1 Cost of Maintenance 42 6.1.3.2 Cost of Recovery 43 6.1.4 效能評估-以訊息個數為基礎的遊戲狀態回復45 6.1.4.1 Cost of Maintenance 45 6.1.4.2 Cost of Recovery 45 6.2 模擬結果 45 Chapter 7 實作成果展示 54 Chapter 8 結論以及未來工作 66 References 68

    ﹝1﹞ IGDA Online Games Committee, “IGDA Online Games White Paper,” 2nd Edition, March 2003.
    ﹝2﹞ Sun Microsystems, “Java 2 Platform, Micro Edition,”
    http://java.sun.com/j2me/.
    ﹝3﹞ Sun Microsystems, “PersonalJava Application Environment,”
    http://java.sun.com/products/personaljava/.
    ﹝4﹞ Sun Microsystems, “CLDC,”
    http://java.sun.com/products/cldc/.
    ﹝5﹞ Sun Microsystems, “Connected Device Configuration,”
    http://java.sun.com/products/cdc/.
    ﹝6﹞ Sun Microsystems, “J2ME Personal Profile,”
    http://java.sun.com/products/personalprofile/.
    ﹝7﹞ Sun Microsystems, “Foundation Profile,”
    http://java.sun.com/products/foundation/.
    ﹝8﹞ Lindholm, T. and Yellin, Y., “The Java Virtual Machine Specification,” Addison-Wesley, 1997.
    ﹝9﹞ Sun Microsystems, “Java 2 Platform, Micro Edition Datasheet,”
    http://java.sun.com/j2me/j2me-ds.pdf.
    ﹝10﹞ Tom Goff, James Moronski, D.S. Phatak, “Freeze-TCP: A True End-to-End TCP Enhancement Mechanism for Mobile Environments,” in the Proceedings of the IEEE INFOCOM’ 2000, Vol.3, 2000, pp.1537-1545.
    ﹝11﹞ 鄭曄禧, “Wireless Transmission Control Protocol Design,” 國立成功大學資訊工程研究所碩士論文, June 1999
    ﹝12﹞ Yieh-Ran Haung and Yi-Bing Lin, “A Software Architecture for GPRS Session Management,” Wireless Communications and Mobile Computing, 2(2), 2002
    ﹝13﹞ Anthony C. C. Lo, V. Chandrasekaran, Winston K. G. Seah and C. P. Soh, “A Session Management Protocol for Mobile Computing,” in the Proceedings of IEEE Global Communications Conference, 8-12 Nov 1998, Sydney, Australia, pp2592-2598

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