• Title/Summary/Keyword: 플레이어 모델

Search Result 81, Processing Time 0.022 seconds

A Study on the Computer Game Player and Game Play (컴퓨터 게임 플레이어와 게임 플레이 정의에 대한 학문적 고찰)

  • Choi, Dong-Seong;Son, Dong-Cheul;Ko, Eung-Nam;Kim, Jin-Woo
    • Journal of Korea Game Society
    • /
    • v.2 no.2
    • /
    • pp.3-9
    • /
    • 2002
  • 게임을 실제 이용하는 게임 플레이어와 게임을 이용한다는 의미에서의 게임 플레이는 그 동안 컴퓨터 게임을 개발하는 과정에서 중요하게 고려되어온 컴퓨터 게임의 요소들이다. 하지만 현재 게임 플레이어와 게임 플레이에 대한 학문적 의미와 게임 시스템 구축을 위한 개념 모델은 어떻게 되는가를 질문 했을 때, 많은 사람들이 다양한 관점에서 대답을 하고 있다. 따라서 본 논문에서는 기존의 게임 플레이어와 게임 플레이에 대한 개념들을 학문적으로 재조명하고, 컴퓨터 게임 시스템 구현에서 참조할 수 있는 개념 모델을 제안하였다. 먼저 본 논문에서는 게임 플레이어란 게임 시스템이 제공하는 각 종 정보를 처리하는 정보 시스템 관점에서 재해석할 수 있으며, 따라서 정보처리시스템에서 제안한 지각시스템, 인지시스템, 운동시스템을 바탕으로 게임 플레이어에 대한 개념 모델을 제안하였다. 한편 게임 플레이에 대해서는 상호작용과 문제해결과정이라는 이론을 바탕으로 게임 플레이에 대한 학문적 의미를 재조명하였고, 이를 바탕으로 개념 모델을 제안하였다. 본 논문의 결과는 차후에 진행될 컴퓨터 게임에 대한 학문적 연구의 기본 개념을 제공해 줄 수 있을 것이다.

  • PDF

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.33-42
    • /
    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.87-96
    • /
    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.89-100
    • /
    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
    • /
    • v.14 no.2
    • /
    • pp.29-44
    • /
    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

User Modeling Method for Dynamic-FSM (Dynamic-FSM을 위한 사용자 모델링 방법)

  • Yun Tae-Bok;Park Du-Gyeong;Park Gyo-Hyeon;Lee Ji-Hyeong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2006.05a
    • /
    • pp.317-321
    • /
    • 2006
  • 게임의 재미요소를 증대 시키고, 게임 생명주기(Life-Cycle)를 늘어나게 하기 위해 다양한 방법이 연구 중이다. 현실감 있는 그래픽 효과와 뛰어난 음향 효과 등과 함께 게임 플레이어의 게임 스타일이 반영된 게임을 만들기 위한 방법이 대표적이 예라 할 수 있다. 그 중 게임 플레이어의 스타일을 게임에 다시 이용하기 위해서는 플레이어의 인지과정이 요구되며, 인지된 결과를 이용하여 플레이어를 모델링(User Modeling)한다. 하지만, 게임의 종류와 특성에 따라 다양한 게임이 존재하기 때문에 플레이어를 모델링하기 어렵다는 문제를 가지고 있다. 본 논문에서는 게임에서 정의된 FSM(Finite State machine)을 이용하여 플레이어가 선택한 행동 패턴을 분석하고 적용하는 방법과 다양한 게임에서 이용 할 수 있는 스크립트 형태의 NPC 행동 패턴 변경 방법을 제안한다. 플레이어의 데이터를 분석하여 얻은 결과는 FSM을 변경하여 새로운 행동을 보이는 NPC(Non-Player Characters)를 생성하는데 사용되며, 이 캐릭터는 게임의 특성과 플레이어의 최신 행동 패턴 경향을 학습한 적용형 NPC라 할 수 있다. 실험을 통하여 사용자의 행동과 유사한 패턴을 보이는 NPC의 생성을 확인할 수 있었으며, 게임에서 상대적인 또는 적대적인 캐릭터로 유용하게 사용 될 수 있다.

  • PDF

Multi-level Consistency Control Techniques in P2P Multiplayer Game Architectures with Primary Copy (기본 사본을 갖는 P2P 멀티플레이어 게임 구조의 수준별 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.135-143
    • /
    • 2015
  • A Multiplayer Online Game(MOG) is a game capable of supporting hundreds or thousands of players and is mostly played using the Internet. P2P(peer-to-peer) architectures for MOGs can potentially achieve high scalability, low cost, and good performance. The basic idea of many P2P-based games is to distribute the game state among peers and along with it processing, network, and storage tasks. In a primary-copy based replication scheme where any update to the object has to be first performed on the primary copy, this means distributing primary copies of objects among peers. Most multiplayer games use a primary-copy model in order to provide strong consistency control over an object. Games consist of various types of actions that have different levels of sensitivity and can be categorized according to their consistency requirements. With the appropriate consistency level of each action type within a game, this paper allows developers to choose the right trade-off between performance and consistency. The performance for P2P game architecture with the primary-copy model is evaluated through simulation experiments and analysis.

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.9 no.2
    • /
    • pp.61-68
    • /
    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.5
    • /
    • pp.157-163
    • /
    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.

A Converting Method to Simulate DEVS Models on AddSIM (컴포넌트기반 체계모의환경(AddSIM)에서 실행하기 위한 DEVS 모델 변환 방법)

  • Kim, Dohyung;Oh, Hyunshik;Park, Juhye;Park, Samjoon
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.7
    • /
    • pp.488-493
    • /
    • 2015
  • An AddSIM(Adaptive distributed and parallel Simulation environment for Interoperable and reusable Models) is an integrated engagement simulation environment with high-resolution weapon system models for estimation and analysis of their performance and effectiveness. AddSIM can simultaneously handle the continuous dynamical system models based on continuous time, and command, control(C2) and network system models based on a discrete event. To accommodate legacies based on DEVS(Discrete Event System Specification) modeling, DEVS legacies must first be converted into AddSIM models. This paper describes how to implement DEVS models on AddSIM. In this study a method of mapping from hierarchical DEVS models to AddSIM players was developed: The hierarchical DEVS model should be flattened into a one layered model and four DEVS functions of the model, external transition, internal transition, output and time advance, should be mapped into functions of the AddSIM player.