• Title/Summary/Keyword: 밸런스 요소

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Balance for Fighting System between Characters (캐릭터간의 대전 시스템을 위한 밸런스 구현)

  • Park, Chan-Il;Yang, Hae-Sool
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.23-30
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    • 2007
  • Game balance is an very important factor for game design, it is necessary factor to make game more fun. Most of game companies have been using their own balance method for successful game development. An efficient balance method always can't guarantee successful game development but it is true for game developer to need standard balance method for efficient game development. Fighting system between characters is mainly implemented in genre including action. Direct balance factors for fighting between characters are their characteristics and attack patterns. In this paper, We identify direct balance factors for game including fighting system between characters and propose mathematical method for it.

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A Study of Evaluation Model for RPG Combat Balance in Mobile (RPG 전투밸런스 평가모델 연구 : 모바일 게임 중심으로)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.49-58
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    • 2015
  • Due to the improving mobile environments, we can play RPG in not only computer online field but also mobile field. It is difference from hardware environment between them so that mobile RPG has been changed and modified to play in mobile environment except RPG's frame and basic element. This Study has investigated the model to evaluate the balance of battle that is based on the RPG. Although there is an assessment model studied with a focus on the MMORPG, It is difficult to apply to the entire balance in RPG especially mobile RPG. Former model has used only basic element because there were so many kinds of variables such as user's controls, other players and objects in game. The reason why that model just gave a guide line about battle balance. In this paper, the new assessment model to include the balance factors such as BUFF, NURF and PASSIVE could be possible for applying the balance of mobile RPG on recent trends. As a result, the new model can measure numerical calculations compared to the previous model.

Design of PPO-based Reinforcement Learning Agents for Match-3 Game Stage Configuration (Match-3 Game 스테이지 구성을 위한 PPO 기반 강화학습 에이전트 설계)

  • Hong, Jamin;Chung, Jaehwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.648-651
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    • 2022
  • Match-3 Game 은 스테이지 구성 및 난이도 설정이 중요한 게임이나 다양한 밸런스 요소로 인해 스테이지 구성에 중요한 요소인 난이도 설정에 많은 시간이 소요된다. 특히 게임을 플레이하는 유저가 재미를 느끼는 수준으로 난이도를 설정하는 것이 중요하며, 이를 자동화하기 위해 실제 유저의 플레이 데이터를 활용하여 사람과 유사한 수준의 자동 플레이 에이전트 개발이 진행되었다. 하지만 플레이 데이터의 확보는 쉽지 않기에 연구 방향은 플레이 데이터가 없는 강화학습으로 확장되고 있다. 스테이지 구성에 중요한 요소인 난이도를 설정하기 위함이라면 각 스테이지 간의 상대적인 난이도 차이를 파악하는 것으로 가능하다. 이를 위해 게임의 규칙을 학습한 강화학습 에이전트로 밸런스 요소의 변화에 따른 다양한 난이도의 스테이지를 50 회씩 플레이하여, 평균 획득 점수를 기준으로 스테이지 구성에 필요한 각 스테이지들의 난이도를 파악할 수 있었다.

A Study on Battery Charging System for Improving Battery Safety and Efficiency (배터리 안전 및 효율향상을 위한 배터리 충전시스템에 관한 연구)

  • Jeon, Chan Young;Park, SangUk;Mok, HyungSoo
    • Proceedings of the KIPE Conference
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    • 2019.07a
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    • pp.457-458
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    • 2019
  • 최근 산업의 발전과 함께 고용량의 높은 에너지 밀도의 배터리에 대한 요구가 증가함에 따라 배터리의 빠르고 안정적인 충전에 관한 다양한 요구들이 발생하고 있다. 배터리는 하나의 셀이 아닌 다중 셀의 집합체로써 안정적인 충전을 위해서는 주별 셀 간의 밸런스 유지가 중요 요소이다. 이를 위하여 배터리 관리 시스템인 BMS(Battery Management System)는 배터리 셀의 밸런스 유지를 위한 다양한 방법들을 적용하여 왔다. 그 대표적인 방법으로 저항을 통해 밸런스를 조절하는 Active 방식과 셀간 에너지 교환을 실시하는 Passive 방식이 있다. 그러나 이러한 방법들은 효율 및 수명, 시간 등의 문제가 제기되었다. 이에 따라 본 논문에서는 배터리 셀 Level에서의 새로운 충전 방안을 제시하였으며, 이를 실제적인 시험 시스템을 통하여 그 성능을 입증하였다.

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Thrust Measurement in a Impulse Facility (충격파 시험장치를 이용한 추력 측정)

  • Jin, Sangwook;Hwang, Kiyoung;Park, Dongchang;Min, Seongki
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2017.05a
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    • pp.310-319
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    • 2017
  • This paper introduces the method how to measure the thrust in impulse facility. In a Facility having such a short duration time of steady flow, there's no time to reach a steady state of the forces acting on model so that the test model vibrates until the end of the flow. The forces exerted on an engine exist with vibration so that the usual force balance can not be used. SWFB(Stress Wave Force Balance) technique is utilized in a shock tunnel to get the thrust. As an example, a model force balance has been calculated its strain against impulse force by using FEM(Finite Element Method). A transfer function between the impulse force and strain has been obtained by the way of de-convolution.

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Water and Sodium Balance of Body Fluid (체액의 수분 및 나트륨 균형)

  • Kim, Ji-Hong
    • Childhood Kidney Diseases
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    • v.14 no.2
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    • pp.111-119
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    • 2010
  • The maintenance of the osmolality of body fluids within a very narrow physiologic range is possible by water balance mechanisms that control the intake and excretion of water. Main factors of this process are the thirst and antidiuretic hormon arginine vasopressin (AVP), secretion regulated by osmoreceptors in the hypothalamus. Body water is the primary determinant of the osmolality of the extracellular fluid (ECF), disorders of body water homeostasis can be divided into hypo-osmolar disorders, in which there is an excess of body water relative to body solute, and hyperosmolar disorders, in which there is a deficiency of body water relative to body solute. The sodium is the predominant cation in ECF and the volume of ECF is directly proportional to the content of sodium in the body. Disorders of sodium balance, therefore, may be viewed as disorders of ECF volume. This reviews addresses the regulatory mechanisms underlying water and sodium metabolism, the two major determinants of body fluid homeostasis for a good understanding of the pathophysiology and proper management of disorders with disruption of water and sodium balance.

A Study of Game Money Control in Online Games (온라인게임의 게임통화 관리모델 연구)

  • Shin, Jeong Yeop
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.5-18
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    • 2013
  • The Management of Game Money in online game is considered as a crucial factor for successful game business as well as balancing game economy. The generation and flow of game money have a strong relationship with game contents, entertainment factors, game planning and level design. This paper explores online game economy in various ways especially the matter about managing & controlling game money in this context through theoretical and practical perspectives. It also examines how this management makes an effect on 'Free to Pay' policy and Sales revenue. Finally, this paper draws conclusions about the Management of Game Money which can be considered to be practically useful for game development and management. I hope that the study helps further studies and researches and can be served as a foundation regarding the issue.

A Study on the Elevator Overbalance-Ratio Control and Improved Scheme for Safety (엘리베이터 오버밸런스율 제어와 안전을 위한 개선방안 연구)

  • Lee, Ho-Cheol;Choi, Young-Kiu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2785-2792
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    • 2013
  • An elevator is driven by the friction between the pulley and wire rope. A balancing counter weight is connected to the elevator car with a wire rope. This structure is essential to drive elevators while it always has weight unbalance problems on each side. The overbalance-ratio of elevators may be an important factor for safety and structural efficiency; however, it is not yet clearly defined in the Requirements of Korea Elevator Inspection. This paper describes these "weight unbalance ratio" for control of elevators to reduce the number of accidents. It includes the analysis of current elevator maintenance situations and also proposes some fundamental improvement schemes for safety.

Effect of Waxing and Heat Setting of Two-ply Wool Yarn on Torsional Properties (왁싱과 열고정이 2합연 모사의 비틀림 특성에 미치는 영향)

  • 남윤수;강복춘;박신웅
    • Proceedings of the Korean Fiber Society Conference
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    • 2001.10a
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    • pp.127-130
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    • 2001
  • 실의 잔류토크는 싱글저지 편성물에서 스파이럴러티를 일으키는 중요한 요소 중의 하나이다 실의 잔류토크를 감소시키거나 제거하기 위해서는 물리적으로 안정된 토크밸런스를 유지하도록 하는 방법과 퍼머넌트 세팅(permanent setting)방법 등을 택하고 있다. (중략)

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Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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