• 제목/요약/키워드: 게임시나리오

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A Study of Improved SEED Mobile Game (개선된 시드 모바일 게임에 관한 연구)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of Internet Computing and Services
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    • v.10 no.2
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    • pp.117-124
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    • 2009
  • SEED game provides distribution of ability, bulky scenario, association system and a item layered. To improve SEED mobile game, we was designed the high degree of freedom as according to player's processing direction and optimization lavel. And also we assigned various event and quest for users.

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A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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Ontology-based Dialog Generate System in Game (온톨로지 기반 게임 대화 생성 시스템)

  • Park, Kyo-Hyeon;Kim, Kun-Soo;Kim, Dong-Moon;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.301-304
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    • 2007
  • Role-Playing Game (RPG)에서는 플레이어가 조종하는 캐릭터 외에도 컴퓨터가 조종하는 Non-Player Character(NPC)가 등장한다. 플레이어는 NPC와 이러한 상호 작용들을 통해 점점 게임의 세계관을 이해하면서 게임에 몰입할 수 있게 된다. 이를 위해서 일반적으로 시나리오나 세계관에 따라 필요한 NPC를 생성, 배치하고 적당한 대사와 퀘스트를 부여한다. 그러나 이러한 구조에서는 NPC는 항상 정해진 정적인 대사만을 할 수 있다. 그 결과, 플레이어들은 NPC와 플레이 시간이 길어질수록 반복되는 대사에 흥미를 잃고 점점 대사를 읽지 않고 진행에 필요한 부분만을 얻어내려 하게 된다. 또한 이러한 구조는 게임 콘텐츠를 추가하고자 할 때, 새로 생성하는 NPC의 대사를 전부 새로 작성해야 하는 단점도 존재한다. 본 논문에서는 이러한 동적인 게임 환경 구축을 위한 방법으로 온톨로지 기반의 대화 생성 시스템을 제안한다. 제안하는 시스템은 플레이어가 NPC와 대화하고 싶은 내용과 관련된 키워드를 제시하면 온톨로지를 이용하여 제시한 키워드와 관련이 있고, 현재 상황과 조건이 맞는 대화나 퀘스트를 제공한다. 그 결과, 유저와의 상호 작용이 중요해지므로 플레이어의 게임 몰입도를 더욱 높일 수 있다. 또한 시스템 구축 과정에서 생성되는 온톨로지를 이용하여 다른 다양한 기능들을 추론할 수 있는 장점이 있다.

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Optimization of Destroyer Deployment for Effectively Detecting an SLBM based on a Two-Person Zero-Sum Game (2인 제로섬 게임 기반의 효과적인 SLBM 탐지를 위한 구축함 배치 최적화)

  • Lee, Jinho
    • Journal of the Korea Society for Simulation
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    • v.27 no.1
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    • pp.39-49
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    • 2018
  • An SLBM (submarine-launched ballistic missile) seriously threatens the national security due to its stealthiness that makes it difficult to detect in advance. We consider a destroyer deployment optimization problem for effectively detecting an SLBM. An optimization model is based on the two-person zero-sum game in which an adversary determines the firing and arriving places with an appropriate trajectory that provides a low detection probability, and we establish a destroyer deployment plan that guarantees the possibly highest detection probability. The proposed two-person zero-sum game model can be solved with the corresponding linear programming model, and we perform computational studies with a randomly generated area and scenario and show the optimal mixed strategies for both the players in the game.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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Performance Analysis of Pursuit- Evasion Game Based Guidance Laws (추적-회피 게임 기반 유도법칙의 성능 분석)

  • Kim, Young-Sam;Tahk, Min-Jea;Ryu, Hyeok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.8
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    • pp.747-752
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    • 2008
  • We propose a guidance law based on pursuit-evasion game solutions, and analyze its performance. The game solutions are obtained from the pursuit-evasion game solver developed by Tahk. The initial value of the game solution is used for guidance, and then the pursuit-evasion game is solved again at the next time step. In this respect, the proposed guidance laws are similar to the approach of model predictive control. The proposed guidance method is compared with proportional navigation guidance for a pursuit-evasion scenario, in which the evader always tries to maximize the capture time. According to the comparison, it has larger a capture set than ones of proportional navigation guidance law.

Joint Analysis of Combat Power and Communication System via Interoperation of War Game Simulator with Communication Network Simulator (워게임 모델과 통신 모델의 연동을 통한 전투력 및 통신시스템 요구 성능의 상호 분석)

  • Kim, Tag Gon;Kim, Deok Su;Sung, Changho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.993-1003
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    • 2012
  • This paper presents a method for joint analysis of combat power and communication system performance via interoperation of a war game simulator and a communication network simulator using HLA/RTI. Effectiveness analysis of combat power has been performed by war game simulation with consideration of communication effects simulated by the network simulator. Performance analysis of a communication system has been performed by network simulation with computer forces generated by the war game simulator. Survivability of the red force and transmission power of a tactical FM radio for the blue force have been measured for the joint analysis.

Design and Implementation of Web-based Cooperative Learning System using Games (게임을 이용한 웹기반 협동학습 시스템의 설계 및 구현)

  • Lee, Ji-Sun;Hong, Euy-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.381-390
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    • 2008
  • As computer technology is in progress and many educational methods have been emerged, web-based cooperative learning and educational games have gained a lot of interests. Some cooperative learning systems and game-based educational systems have been suggested, but few cooperative learning systems use games. This paper builds a new web-based cooperative learning system using games that enables learners to actively participate and have high interests in learning. In our system, cooperation study is performed in each group and a group member competes with other group members using games. A crossword puzzle game is adopted because of ease to use and fit with cooperative learning scenarios. Our suggested system is implemented and used by two classes of high school students to evaluate this system. The experimental results show that our system effectively improve students' learning interests and increase their academic achievement.