• Title/Summary/Keyword: 플레이어 행동

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Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

디지털 게임의 다변수적 서사

  • Han, Hye-Won
    • Digital Contents
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    • no.5 s.156
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    • pp.52-57
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    • 2006
  • 게임서사 안에서 플레이어들은 진정한 영웅을 꿈꾼다. 수십 만명의 동시접속자들이 종횡무진 행동하는 게임 월드에서 조연을 꿈꾸면서, 수십, 수천시간씩 플레이하는 단 한 사람도 없다. 선형적인 소설이나 영화에서 여러명의 주인공을 두고 각각의 주인공이 주도하는 서사를 멀티플롯(Multi-plot)으로 풀어 낼 수는 있을지 몰라도 각각의 에피소드들은 차례대로 주어질 수밖에 없으며, 주인공과 플롯의 수도 미디어의 특성상 제한적일 수 밖에 없다. 게임의 서사를 기존의 소설이나 영화를 통해 구현할 수 있는 멀티플롯과 구분해 '다변수적'이라고 표현하는 이유가 바로 여기에 있다.

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A Study on FIFA Online3 Characters' Behavior and Transaction Method based on Transactional Analysis (교류분석을 기반으로 한 FIFA Online3 캐릭터 행동과 교류방식 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.65-75
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    • 2017
  • This research studies the behavior patterns of a character in FIFA Online3, and the transaction patterns between the characters to present a character that acts like a real person and has social interaction with other characters. A character interacts with others mediated by balls in FIFA Online3, we analysis character's behavior and interactions more cleary. Providing the realistic behavior patterns of a character and the relation in the transaction patterns between the characters based on psychology theory, we can give a player the sense of reality. To define the behavior pattern of a character, this study applied the Ego-state as defined by Transactional Analysis(TA). Based on the Transactions in TA, this study then defined the transaction patterns between the characters, which are produced by the actions that a character in the game. This study also presented how to apply a character's transaction patterns with the examples. It showed that a character can act in the game like a real person by defining how a character acts and interacts in the game.

Expression Analysis System of Game Player based on Multi-modal Interface (멀티 모달 인터페이스 기반 플레이어 얼굴 표정 분석 시스템 개발)

  • Jung, Jang-Young;Kim, Young-Bin;Lee, Sang-Hyeok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.7-16
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    • 2016
  • In this paper, we propose a method for effectively detecting specific behavior. The proposed method detects outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment and add keystroke based on repeated pattern. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players was used to analyze high-dimensional game-player data for a detection effect of repeated behaviour pattern. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. In addition, Repeated behaviour pattern can be analysed possible. The proposed method can also be used for feedback and quantification about analysis of various interactive content provided in PC environments.

Improvement of Sequential Prediction Algorithm for Player's Action Prediction (플레이어 행동예측을 위한 순차예측 알고리즘의 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.25-32
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    • 2010
  • It takes quite amount of time to study a game because there are many game characters and different stages are exist for games. This paper used reinforcement learning algorithm for characters to learn, and so they can move intelligently. On learning early, the learning speed becomes slow. Improved sequential prediction method was used to improve the speed of learning. To compare a normal learning to an improved one, a game was created. As a result, improved character‘s ability was improved 30% on learning speed.

A Methodology for MMORPG Design Based on the Flow Theory (몰입이론에 기초한 MMORPG의 디자인 방법론)

  • Choi, Dong-Seong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.13-23
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    • 2008
  • In this study, we analyzed behavioral patterns of the MMOPRG players and re-found design features of MMORPGs from the view points of MMO and RPG. We analyzed the relationship between design features of MMORPGs and flow experience. This study proposes the conceptual design method for MMORPGs based on the flow theory as well as various research results regarding to MMORPGs.

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A Study on Types and Limitations of Control Systems in Computer Game Artificial Intelligence (게임 인공지능 기술의 제어 시스템 유형 및 문제점 연구)

  • Yu, Sun-Joon
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.35-40
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    • 2006
  • Game AI(Artificial Intelligence) technologies implement the movement of autonomous characters and control the movement of Non-Player Characters(NPC). In this paper, we present several types of game AI control systems such as Movement Scripts, FSM(Finite State Machines), Hierarchical State Machines, fuzzy State Machines, and Pathfinding techniques and their limitations.

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Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.