• Title/Summary/Keyword: 3D Puzzle-Game

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Structure Assembling Method for 3D Puzzle System (3차원 퍼즐 시스템을 위한 구조물 조립 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.58-68
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    • 2009
  • With the rapid development of computer hardware and invention of various game-related technologies, the quality of games has been greatly improved and the genres of games have been diversified. Yet, in comparison, puzzle games have held to the past simple way of games, which has only led to a depression of the puzzle game market. This paper is the first attempt to overcome limits of the current puzzle games, by finding a breakthrough in three-dimensional puzzle games. In order to describe a realistic puzzle assembly in a three-dimensional puzzle game, this paper aimed to design a structure assembly technique made up of three steps that used a proper process to handle structure suitable to assembly, an elaborate way of collisions between individual objects and a physical structure. Through this technique, we intend to show in a simple experiment that it is possible to minimize the calculation cost in the assembly process and at the same time to achieve an elaborate puzzle assembly between structures.

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Segmentation of Polygons with Different Colors and its Application to the Development of Vision-based Tangram Puzzle Game (다른 색으로 구성된 다각형들의 분할과 이를 이용한 영상 인식 기반 칠교 퍼즐 놀이 개발)

  • Lee, Jihye;Yi, Kang;Kim, Kyungmi
    • Journal of Korea Multimedia Society
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    • v.20 no.12
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    • pp.1890-1900
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    • 2017
  • Tangram game consists of seven pieces of polygons such as triangle, square, and parallelogram. Typical methods of image processing for object recognition may suffer from the existence of side thickness and shadow of the puzzle pieces that are dependent on the pose of 3D-shaped puzzle pieces and the direction of light sources. In this paper, we propose an image processing method that recognizes simple convex polygon-shaped objects irrespective of thickness and pose of puzzle objects. Our key algorithm to remove the thick side of piece of puzzle objects is based on morphological operations followed by logical operations with edge image and background image. By using the proposed object recognition method, we are able to implement a stable tangram game applications designed for tablet computers with front camera. As the experimental results, recognition rate is about 86 percent and recognition time is about 1ms on average. It shows the proposed algorithm is fast and accurate to recognize tangram blocks.

Reinforcement Learning-based Approach for Lego Puzzle Generation (강화학습을 이용한 레고 퍼즐 생성 기술 개발)

  • Park, Cheolseong;Yang, Heekyung;Min, Kyungha
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.15-24
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    • 2020
  • We present a reinforcement learning-based framework for generating 2D Lego puzzle from input pixel art images. We devise heuristics for a proper Lego puzzle as stability and efficiency. We also design a DQN structure and train it to maximize the heuristics of 2D Lego puzzle. In legorization stage, we complete the layout of Lego puzzle by adding a Lego brick to the input image using the trained DQN. During this process, we devise a region of interest to reduce the computational loads of the legorization. Using this approach, our framework can present a very high resolutional Lego puzzle.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.