• Title/Summary/Keyword: 무리 짓기

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An Improvement of Finding Neighbors in Flocking Behaviors by Using a Simple Heuristic (단순한 휴리스틱을 사용하여 무리 짓기에서 이웃 에이전트 탐색방법의 성능 개선)

  • Jiang, Zi Shun;Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.23-30
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    • 2011
  • Flocking behaviors are frequently used in games and computer graphics for realistic simulation of massive crowds. Since simulation of massive crowds in real time is a computationally intensive task, there were many researches on efficient algorithm. In this paper, we find experimentally the fact that there are unnecessary computations in the previous efficient flocking algorithm, and propose a noble algorithm that overcomes the weakness of the previous algorithm with a simple heuristic. A number of experiments were conducted to evaluate the performance of the proposed algorithm. The experimental results showed that the proposed algorithm outperformed the previous efficient algorithm by about 21% on average.

Simulation of Fish School using Ogre Engine (Ogre 엔진을 이용한 물고기 떼 시뮬레이션)

  • Ryu, Hyeon-Ji;Lee, Myoun-Jae
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.782-784
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    • 2009
  • 무리짓기를 통한 인공지능 구현은 게이머들에게 실세계와 같은 느낌을 제공한다. 본 논문에서는 오우거 엔진을 이용하여 실세계의 물고기 떼의 무리 짓기 규칙을 응집, 회피, 정렬을 중심으로 시뮬레이션 한다. 구현 결과, 본 시뮬레이션은 실세계에서의 무리짓기에서와 같은 회피, 정렬의 특징을 보여준다.

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A Parallel Processing of Finding Neighbor Agents in Flocking Behaviors Using GPU (GPU를 이용한 무리 짓기에서 이웃 에이전트 찾기의 병렬 처리)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.95-102
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    • 2010
  • This paper proposes a parallel algorithm of the flocking behaviors using GPU. To do this, we used CUDA as the parallel processing architecture of GPU and then analyzed its characteristics and constraints. Based on them, the paper improved the performance by parallelizing to find the neighbors for an agent which requires the largest cost in the flocking behaviors. We implemented the proposed algorithm on GTX 285 GPU and compared experimentally its performance with the original spatial partitioning method. The results of the comparison showed that the proposed algorithm outperformed the original method up to 9 times with respect to the execution time.

An Improved Algorithm of Searching Neighbor Agents in a Large Flocking Behavior (대규모 무리 짓기에서 이웃 에이전트 탐색의 개선된 알고리즘)

  • Lee, Jae-Moon;Jung, In-Hwan
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.763-770
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    • 2010
  • This paper proposes an algorithm to enhance the performance of the spatial partitioning method for a flocking behavior. One of the characteristics in a flocking behavior is that two agents may share many common neighbors if they are spatially close to each other. This paper improves the spatial partitioning method by applying this characteristic. While the conventional spatial partitioning method computes the k-nearest neighbors of an agent one by one, the proposed method computes simultaneously the k-nearest neighbors of agents if they are spatially close to each other. The proposed algorithm was implemented and its performance was experimentally compared with the original spatial partitioning method. The results of the comparison showed that the proposed algorithm outperformed the original method by about 33% in average.

Comparison of Algorithms to find Continuous k-nearest Neighbors to be Appropriate under Gaming Environments (게임 환경에 적합한 연속적인 k-개의 이웃 객체 찾기 알고리즘 비교 분석)

  • Lee, Jae Moon
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.47-54
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    • 2013
  • In general, algorithms to find continuous k-nearest neighbors has been researched on the location based services monitoring periodically the moving objects such as vehicles and mobile phone. Those researches assume the environment that the number of query points is much less than that of moving objects and the query points are not moved but fixed. In gaming environments, cases to find k-nearest neighbors are when computing the next movement considering the neighbors such as flocking, crowd and robot simulations. Thus, every moving object becomes a query point so that the number of query point is same to that of moving objects and the query points are also moving. In this paper, we analyze the performance of the existing algorithms focused on location based services how they operate under the gaming environments.

Territorial Behaviour of Eightspine Stickleback, Pungitius sinensis kaibarae in Korea (한국산 잔가시고기(Pungitius sinensis kaibarae)의 텃세 행동)

  • 박시룡;이진수
    • The Korean Journal of Ecology
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    • v.22 no.3
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    • pp.163-167
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    • 1999
  • In order to investigate territorial behaviour, Pungitius sinensis kaibarae were collected from Sacheon-river, Kangwon-do, Korea. They are reared in aquarium with designed experimental region from March to May 1996. In this study, territorial behaviour was divided into 1) pre-territorial movements of a shoal under varying water-weeds position 2) individual ranking patterns in connection with total length of fish 3) the change in size of territorial maps during the parental stage. The movements of a shoal tend to prefer regions with water-weeds and the lower half of the aquarium. Competition for territory was fierce, and fish that are longer in total length dominate smaller one in occupying territory. Both males and females developed territorial behaviour as they grew. However, male's territory was enlarged according to the hatching and dispersion of fry. At this time, aggressive tendencies reached their peak.

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A Study on the Maintenance Plan of Trees in Gwanghalluwon Garden for Representing Traditional Space (전통공간 재현을 위한 광한루원의 수목정비방안 연구)

  • Lee, Won-Ho;Kim, Dong-Hyun;Kim, Jae-Ung;Ahn, Hye-In;Kim, Dae-Yeol;Cho, Un-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.3
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    • pp.82-95
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    • 2014
  • This study aims to draw up measures to planting tree and maintain a landscape in traditional space. Preceding comprehensive theoretical consideration of selected species of trees and tree maintenance. And analysis of present condition of planting in cases of Gwanghalluwon Garden, then draw a maintenance plans of planting through species of trees and landscape of planting recorded in literature. The results were as follows. First, Analysis of selected species of trees and tree maintenance that traditional space. A dispute about the selection species of trees in traditional space has been continued until today. Because unconditional reject of foreign trees are limited. In this context, should be sublated that hasty blind faith of records and dichotomous preparation plans such as removal of foreign trees and implicitly planting of native plants. Secondly, Planted trees in Gwanghalluwon garden was investigated and found to the species of trees used in traditional space such as Pine(Pinus densiflora S. et Z.), Sawleaf Zelkova(Zelkova serrata), Ginkgo(Ginkgo biloba), Crape Myrtle(Lagerstroemia indica L.). But, present planting irrelevant to traditional space, except Gwanghallu pavilion area from the spatiality. Thirdly, A look at the records or literature that maintenance of planting through historical research are limited. Because literature was recorded Salix spp., Crape Myrtle, Bambusoideae(Pseudosasa japonica), lotus only among planted trees in Gwanghalluwon garden. Fourth, Gwanghallu zone have nature of history and sense of place. And It was going to restore the appearance on historical. Consequently maintenance plan of planting of Gwanghallu zone should be maintain the current state. Wanwol pavillion zone can be recognized as the original form because they look similar to the Gwangallu zone's buildings. Therefore, it is necessary to secure the sense of place different from Gwanghallu zone by buffer planting for composition of transition space. Wolmaejip zone and lawn zone was marketplace in outside of castle and large forest. Accordingly, this area should be symbolic restoration of the Yulrim(栗林) and representation of the marketplace in outside of castle through aggregation of facilities and administrative facilities in Gwanghalluwon garden. East lawn of the Wanwol pavilion zone is should be maintained the current state that opened place in terms of using thought linked with the Wanwol pavilion zone. Boundary zone of the Gwanghalluwon garden is difficult to associate in terms of historical research and authenticity. Therefore, application of cultural landscape that appeared in literature is be worth.