• Title/Summary/Keyword: 지능형 캐릭터

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An Intelligent Synthetic Character Based on User Behavior Inference/Prediction for Smartphone (스마트폰 상에서의 사용자 행위추론/예측기반 지능형 합성 캐릭터)

  • 이두호;한상준;조성배
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.475-477
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    • 2004
  • 이동전화 가입자 수의 폭발적 증가와 전송속도 향상으로 고성능 이동전화인 스마트폰이 주목을 받고 있으며, 스마트폰상에서 작동하는 지능형 서비스의 필요성이 커지고 있다. 본 논문에서는 스마트폰에서 지능형 서비스를 구현하는 방법으로 지능형 캐릭터를 제안한다. 캐릭터는 사용자가 친숙하게 느낄 수 있어 지능형 서비스의 좋은 인터페이스가 될 수 있다. 제안하는 캐릭터는 베이지안 네트워크를 이용하여 추론된 사용자의 감정 상태, 바쁨의 정보 등의 정보와 스마트폰에서 수집된 디바이스 상태에 기반하여 행동 선택을 행동 선택을 하여 디바이스와 사용자의 상태를 반영한다. 실제 작동 예를 통해 제안하는 캐릭터의 유용성을 보인다.

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An Implementation of Intelligent Game Characters using Neural Networks (신경망을 이용한 지능형 게임 캐릭터의 구현)

  • Cho Byeong-heon;Jung Sung-hoon;Seong Yeong-rak;Oh Ha-ryoung
    • The KIPS Transactions:PartB
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    • v.11B no.7 s.96
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    • pp.831-840
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    • 2004
  • In this paper, we propose a scheme to implement intelligent game characters based on neural networks. Neural networks that implement in-telligent game character receive the action of an opponent character and the distance between them, decide intelligent character's action, and output the decision. The neural networks are trained by reinforcement learning using the scores acquired by the actions of two characters as reinforcement values. To show the usefulness of the proposed scheme, a simple fighting action game is implemented and various experiments are performed. Experimental results show that proposed intelligent characters can learn the rule of the game. The proposed scheme can be ap-plied to massively multiple online games as well as fighting action games.

A Study about intelligent character and creative uses of weather intelligence from Wibro (휴대 인터넷 환경에서의 실시간 정보를 이용한 지능형 캐릭터 생성 연구)

  • Han, jong-sung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.140-144
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    • 2008
  • 유비쿼터스 사회에서 사용자는 상황과 장소, 감성에 맞는 문화콘텐츠를 언제 어디서나 접할 수 있게 될 것으로 전망된다. 최근 휴대 단말기와 사용자간의 지속적인 정보 교환을 가능하게 해주는 환경을 제공해 주는 휴대 인터넷 기술의 발전은 인간의 감성과 상황에 맞춰 콘텐츠를 변환시키는 감성콘텐츠 개발에 초석이 되고 있다. 현재까지는 유선콘텐츠를 모바일콘텐츠로 변환한다거나 방송용 콘텐츠를 인터넷에 맞춰 변화하는 형태의 휴대 단말기에 맞춰 콘텐츠를 변환시키는 것이 고작이지만 휴대 인터넷 환경에서는 상황과 감성을 변수로 해 콘텐츠가 변환될 수 있게 되었다. 본 논문에서는 사용자의 감성과 기상정보의 변화에 따라 캐릭터를 변환하는 것이 수동이 아닌 자동으로 이뤄지게 하기 위한 지능형 캐릭터 생성 연구를 진행 하고자 한다.

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Control of Intelligent Characters using Reinforcement Learning (강화학습을 이용한 지능형 게임캐릭터의 제어)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.91-97
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    • 2007
  • Game program had been classed by 3D or on-line game etc, and engine and game programming simply, But, game programmer's kind more classified new, Artifical Intelligence game programmer's role is important. This paper makes game character study and moved by intelligence using reinforcement learning algorithm. Fought with character enemy using developed game, Confirmed whether embodied game character is facile by intelligence, As result of an experiment, we know, studied character defends excellently than randomly moved character.

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An Intelligent Character Manipulation System Suitable for Wireless Broadband Network Environment (휴대인터넷에 활용 가능한 지능형 캐릭터 제작 시스템 개발에 대한 연구)

  • Ryu, Seuc-Ho;Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.100-107
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    • 2008
  • The aim of this paper is to design an intelligent character manipulation system suitable for the wireless broadband network environment named as Wibro and for the recent social networking service (SNS). The main feature of our proposed system is an automatic synthesis of a character utilizing the meta data which is attached to each component stored in a character database. It is the second advantageous feature that a user can make or modify his or her own character by modifying the component animation clip of its character. Once the character database is created, it can be represented and utilized in several ways by utilizing the meta data which is related to personal properties including emotion, life style, favorite things, and so on. The system can be evolved to a more powerful one by adopting the more user-related information and the more intelligent synthesis module.

An Intelligent Characters for Fighting Action Games Using Genetic Algorithms (유전자 알고리즘을 이용한 대전형 액션게임의 지능캐릭터)

  • Lee Myun-sub;Cho Byeong-heon;Seong Yeong-rak;Jung Sung-hoon;Oh Ha-ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.3 s.99
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    • pp.329-336
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    • 2005
  • This paper proposes a method to provide intelligence for characters in fighting action games by using genetic algorithm. The proposed characters without any knowledge on the rules of the game learn the rules and techniques for generations, and have the capability of evolving. To evaluate adaptability for varying circumstances, we changed the rules and compared the results. The experimental results show that the intelligent characters can adapt to the new rules. An advantage of the proposed method is that it can be easily applied to characters for other category of games such as PC games and internet online games.

Implementation of Intel1igent Virtual Character Based on Reinforcement Learning and Emotion Model (강화학습과 감정모델 기반의 지능적인 가상 캐릭터의 구현)

  • Woo Jong Hao;Park Jung-Eun;Oh Kyung-Whan
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.431-435
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    • 2005
  • 학습과 감정은 지능형 시스템을 구현하는데 있어 가장 중요한 요소이다. 본 논문에서는 강화학습을 이용하여 사용자와 상호작용을 하면서 학습을 수행하고 내부적인 감정모델을 가지고 있는 지능적인 가상 캐릭터를 구현하였다. 가상 캐릭터는 여러 가지 사물들로 이루어진 3D의 가상 환경 내에서 내부상태에 의해 자율적으로 동작하며, 또한 사용자는 가상 캐릭터에게 반복적인 명령을 통해 원하는 행동을 학습시킬 수 있다. 이러한 명령은 인공신경망을 사용하여 마우스의 제스처를 인식하여 수행할 수 있고 감정의 표현을 위해 Emotion-Mood-Personality 모델을 새로 제안하였다. 그리고 실험을 통해 사용자와 상호작용을 통한 감정의 변화를 살펴보았고 가상 캐릭터의 훈련에 따른 학습이 올바르게 수행되는 것을 확인하였다.

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Usability Test and Behavior Generation of Intelligent Synthetic Character using Bayesian Networks and Behavior Networks (베이지안 네트워크와 행동 네트워크를 이용한 지능형 합성 캐릭터의 행동 생성 및 사용성 평가)

  • Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.776-780
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    • 2009
  • As smartphones appear as suitable devices to implement ubiquitous computing recently, there are many researchers who study about personalized Intelligent services in smartphones. An intelligent synthetic character is one of them. This paper proposes a method generating behaviors of an intelligent synthetic character. In order to generate more natural behaviors for the character, the Bayesian networks are exploited to infer the user's states and OCC model is utilized to create the character's emotion. After inferring the contexts, the behaviors are generated through the behavior selection networks with using the information. A usability test verifies the usefulness of the proposed method.

Intelligent Characters for Fighting Action Games applied Energy Points (대전형 액션 게임에서 에너지 점수를 도입한 지능 캐릭터)

  • Lee Myun-Sub;Cho Byeong-Heon;Jung Sung-Hoon;Seong Yeong-Rak;Oh Ha-Ryoung
    • The KIPS Transactions:PartB
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    • v.13B no.4 s.107
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    • pp.449-456
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    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy points are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point) that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters learn proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted with the best actions to obtain high score if their energy is sufficient, Otherwise, they did the actions to(that?) recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration of the their energy.

Intelligent Character System using Emotion Metadata (감성 메타데이터를 활용한 지능형 캐릭터 시스템)

  • Han, Jong-Sung;Lee, Wan-Bok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.99-107
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    • 2009
  • As the information and the network technology are improved, the system which can express the interactions between the individuals becomes to play more important roles in these days. In fact, that tendency is especially well shown in the community area of P2P and social network service programs. This paper suggest an intelligent character manipulation system which can be effectively used to express emotional representation in an intelligent way in spite of many constraints. The system employs an emotion searching mechanism by attaching emotional information to each object in the database and defining a function of emotional similarity. It is expected that the system can be successfully used not only to find and represent the suitable emotional character representations but also to provide brand new services in the area of mobile platform based contents.