[BIC 2022] How to implement automation system for game live services

Game development requires a lot of manpower. It is the same after launch. For live services, a separate team needs to maintain high quality services through Live Ops. But what if you can do live Ops through automated systems?

Hong Sung-min Tech Lead, who works at the mobile game company 'Meta Core' in Helsinki, Philand, gave a lecture. Hong Sung-min Tech Reed explained how to implement automation systems that can maintain game live services with less workforce. **/Reporter Kim Seung-ju

Lecture: Hong Sung-min

Affiliation / position: Metacore / Tech Reed

Introduction of the presenter

There are about 13 online games and 8 mobile games from various game companies such as Ubisoft, Smilegate, and Neowiz.

Advantages of automated systems to live services

The core of the live service is to keep the user's use and retention to make profits and keep users in the service. The update and improvement of the game in service is called Live OPS.

The reason for automation of Live Ops is to prevent cost efficiency, human error, fast processing and response, and stabilize and maintain service quality. When the system is automated, it inevitably reduces the mistake of a person, and the system's response speed is faster. If the response speed is faster, the service can be stabilized and the efficiency of the entire service can be increased.

The most important thing to consider when automating is to maintain user experience, service quality and cost efficiency. However, cost efficiency does not mean only financial aspects. If an error occurs in the system, additional costs can be incurred and the overall cost can increase. Cost efficiency is a concept that includes time, effort, and resources, not just financial costs.

Contents to be considered for automation live Ops

Hong Sung-min Tech Reid explained some of the details to consider for the automated live ops design.

First, the automation system must be implemented in parallel in the manual operation function. It can be difficult to solve when a problem occurs by deleting the function that a person can manually operates or separates the automatic system and the manual system individually for automation. It is similar to the 'Auto Pilot' system.

There is also a list up to a list of potential risk factors. It is necessary to prepare a coverage in advance about future problems starting from the system design.

The automation system implementation is divided into three stages of service design, rules definition, and automation scheduling. The service design is not only the game, but how the whole service will return organically and to the user. You should also pay attention to the functions that users can automatically inject the reviews or feedback into the system.

The most important thing when creating a rules is simplification. If the rules become complicated, the system becomes complicated and unexpected results are likely to be achieved. Random rules should also be considered, but the game needs to be applied to the rules because of various situations, unlike the manufacturing industry. This is one of the most difficult things in the system implementation process. Monitoring and reporting systems should be paid to the system where feedback and reviews are automatically recognized.

When the two stages are completed, they will enter the scheduling stage that actually implements it.

It is also important to grasp the overall live flow service. If you miss the overall flow, there may be situations where the loop of the automated system does not turn continuously. When the user feedback comes, the update and improvement will be planned, and the new update, content, and external requirements prepared by the game company should be reflected, and the implementation, testing, and service stage should be taken back.

If so, the implementation of the rules is important. Hong Sung-min Tech Reed divided into two rules. Repetitive rules and conditional rules. In the manual system, this rule is manually reflected in the rules in the game, but the automation system again creates a circulation of the rules in line with feedback reflection, data adjustment, and rule renewal.

When the rules circulate, the scheduler is involved. The scheduler is good to run in one place. If the scheduler is divided, an error may occur when synchronization fails. Therefore, it is recommended to run the scheduler independently, and to be able to access the game system through a single interface in preparation for the replacement of the scheduler. It is also important to make it as small as possible.

Hong Sung-min Tech Lead introduced the game that actually applied the automation system, and explained that it took seven to eight months to implement the system, but since it was applied, it was possible to operate the game with only a smallest manpower without a separate live team.

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