• Title/Summary/Keyword: Action Game

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A Framework for Cognitive Agents

  • Petitt, Joshua D.;Braunl, Thomas
    • International Journal of Control, Automation, and Systems
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    • v.1 no.2
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    • pp.229-235
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    • 2003
  • We designed a family of completely autonomous mobile robots with local intelligence. Each robot has a number of on-board sensors, including vision, and does not rely on global positioning systems The on-board embedded controller is sufficient to analyze several low-resolution color images per second. This enables our robots to perform several complex tasks such as navigation, map generation, or providing intelligent group behavior. Not being limited to playing the game of soccer and being completely autonomous, we are also looking at a number of other interesting scenarios. The robots can communicate with each other, e.g. for exchanging positions, information about objects or just the local states they are currently in (e.g. sharing their current objectives with other robots in the group). We are particularly interested in the differences between a behavior-based approach versus a traditional control algorithm at this still very low level of action.

A Learning AI Algorithm for Poker with Embedded Opponent Modeling

  • Kim, Seong-Gon;Kim, Yong-Gi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.3
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    • pp.170-177
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    • 2010
  • Poker is a game of imperfect information where competing players must deal with multiple risk factors stemming from unknown information while making the best decision to win, and this makes it an interesting test-bed for artificial intelligence research. This paper introduces a new learning AI algorithm with embedded opponent modeling that can be used for these types of situations and we use this AI and apply it to a poker program. The new AI will be based on several graphs with each of its nodes representing inputs, and the algorithm will learn the optimal decision to make by updating the weight of the edges connecting these nodes and returning a probability for each action the graphs represent.

Effect Analysis of the Inter-Organizational Cooperation on the Achievement level of Jointed Goal and Its Simulation Model (조직간 협력의 조건이 공동목표 달성에 미치는 영향 분석과 시뮬레이션 모델에 관한 연구)

  • 최남희
    • Korean System Dynamics Review
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    • v.2 no.1
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    • pp.93-112
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    • 2001
  • Inter-Organizational Cooperation is the most common and important strategy in modern public and privet sectors managerial activities. In this paper the concepts of inter-organizational cooperation means not selfish cooperation as in the game circumstance and theory, but general collaborative action between organizations, they have share same goal. The achievement level of jointed-goal of inter-organization is depended upon the performance of cooperation, which resulted from the conditions and circumstances of cooperation. This paper analyses the effect of inter-organizational cooperation on achievement level of the jointed goal between two organizations with computer simulation model of the system dynamics approach. In the computer simulation model, three factors, goal perception, communication, and control, are considered as a key conditions of cooperation, which impact on the performance of cooperation. Simulation model was constructed with focus on the dynamic interactions between these three factors and the achievement level of jointed-goal. Consequently, the results found in this paper may provide further grounds for reducing the time delay that included in the conditions of cooperation.

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A Research About Strategy Game that Apply AI (AI를 적용한 전략 게임에 관한 연구)

  • Kim, Je-Min;Park, Young-Tack
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.305-308
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    • 2003
  • 요즘 사람들이 많이 즐기는 전략 게임은 전략 시뮬레이션이라는 말이 무색할 정도로 장르가 가지는 특성 을 이행하지 못하고 있다. 그래서 게이머들은 별다른 전략 없이 쉽게 컴퓨터를 상대로 쉽게 게임을 승리 할 수 있게 됐다. 이것은 게임의 재미를 크게 반감시키는 한 요인이 된다. 전략 게임의 컴퓨터 플레이어에게 상황 판단과 학습 능력을 갖게 하면, 게이머가 보다 재미있게 컴퓨터와 대전을 할 수 있다. 본 논문에서는 인공지능을 가지는 컴퓨터 플레이어에 사용될 Default 추론 엔진과 컴퓨터 플레이어의 작전과 행동을 결정하기 위한 action & strategy generator 시스템을 연구한다. Default 추론 엔진은 귀납적 학습방법을 통 해서 컴퓨터 플레이어가 추론 및 학습을 할 수 있는 정보를 생성하게 된다. 이렇게 생성된 정보를 바탕으로 컴퓨터 캐릭터의 행동과 전략을 결정한다. 이에 본 논문에서는 전략 게임에 인공 지능으로 machine leaning 기법 중의 하나인 decision Tree 틀 사용하였다. decision Tree를 적용하여 기존 컴퓨터 플레이어의 행위와 어떻게 다른지 차별성을 밝혀내고, 컴퓨터 플레이어가 향상된 전략을 구사할 수 있게 하는 것이 주된 목표다.

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The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.

Development of virtual reality action game using motion controller mapping for controlling arms of a character (모션 콘트롤러 매핑을 이용해 캐릭터 양팔 제어를 할 수 있는 가상현실 액션 게임 개발)

  • Yun, Tae-Jin;Sin, Jae-Wook;Park, Jun-Woo;Go, Byong-Yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.439-440
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    • 2019
  • 본 논문에서는 1인칭 시점 VR 게임 콘텐츠를 개발하였고, 멀티플레이를 구현할 때, 가상현실 세계에서 플레이어들끼리 대면했을 때 서로의 캐릭터가 폰 콘트롤러라는 이름의 팔만 보이는 외형을 띠고 있다. 게임에서 시각적인 부분을 간과할 수 없기에 멀티플레이 시 서로의 캐릭터가 보일 수 있도록 새로운 방법을 제안하였다. 3인칭 캐릭터를 이용해서 만든 캐릭터는 인간과 같은 외형의 스켈레톤을 사용하면 원하는 캐릭터를 사용할 수 있다. 3인칭 캐릭터의 양팔의 트랜스폼 값을 언리얼엔진4의 라이브러리인 패브릭 노드를 이용하여 모션 콘트롤러와 매핑을 시키는 방식으로 접근하였다. 이를 통해 좀더 플레이시 실감이 가능한 게임 제어기법을 적용할 수 있다.

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A Study on Relationship of Computer Games and Study Achievement (컴퓨터 게임과 학업성취도와의 관계 연구)

  • Koo, Sung-Ok;Maeng, Seung Ryol;Yoo, Kwan-Hee
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.79-86
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    • 2005
  • Educational objectives are the most important items because not only they must be decided first in the circulation process of curriculum but also they should be the basis for the process of curriculum. The establishment of objectives is very important because it can determine success or failure of computer education. In this paper, questionnaire research is conducted and analyzed for male students of middle schools in Chungbuk province, Korea to determine that it's reasonable for computer games to be perceived negatively. The results of the research are as follows. 48% of them are represented to play computer game almost everyday, and 8% to play it scarcely. So most of students are enjoying it regardless of their grade. If students whose grades are ranked upper level start playing games, they're tend to quit it within 1 or 2 hours. And they enjoy role-playing or simulation game. In general, they do not play action games. If their grades are ranked lower level start playing games, a lot of them continue to play longer than 3 hours like game addict. And in this level, there exist students who barely play games. In middle level, there are no apparent characteristics. According to the result of the research, there is no correlation between frequency of playing games and academic achievements. So it's no problem to relieve worries if one often play computer games, his or her grade will get down. In case that the grades of students are ranked upper level, however, there are few who continue to play games longer than 3 hours.

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Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.253-277
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    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

The strategic behaviors of incumbent pharmacy groups in the retail market of pharmaceuticals in response to the entry trials by the online platform firms delivering medicines - A perspective of market entry deference model in game theory (온라인 의약품배송플랫폼기업의 시장 진입 시도에 대한 기존 의약품 공급자의 전략적 행동 - 게임이론의 시장진입 저지 모형 관점)

  • Lee, Jaehee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.303-311
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    • 2022
  • Recently the telemedicine platform firms which have been temporarily permitted since COVID-19 outbreak have increasingly provided online prescription drugs delivery, causing concerns among incumbent providers of medicine, some of whom began to take aggressive actions again them. In this study, using game theoretic market entry - deterrence model, we show that although the incumbent medicine provider can effectively deter entry by the telemedicine platform firms by its preemptive action, accommodation could be a optimal action when telemedicine platform firms already have penetrated the market with their being permitted to do business due to the COVID-19. However, for the incumbent to cooperate for the successful change in the retail market for medicines, policies like placing a ceiling on the maximum number of taking prescriptions by the pharmacists a day in the telemedince platform network, providing favorable exposure of community pharmacists on the telemedicine platform user interface, and allowing community pharmacies to participate as shareholders of the telemedicine platform firms in its initial public opening of capital, are suggested.

Influence of Spectators' Life Style on the Loyalty and Appeal of Professional Soccer (프로축구관중의 라이프스타일이 충성도 및 관람유인요인에 미치는 영향)

  • Kim, Hong-Seol;Byeon, Yeong-Geun
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.278-286
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    • 2008
  • This study's purpose is to offer to basic data in each professional soccer team's spectator marketing strategy through researching the influence of spectators' life style on the appeal of professional soccer. This study's survey is target 500 spectators who were present at the professional soccer championship game in 2007 at Seongnam Stadium. Data analysis was done on 484 spectators's questionnaires using SPSS V. 12.0. To analyze materials the frequency, correlations, and regression analysis were used as statistic analysis techniques. The conclusion based on above study method and the result of material analysis are here below. First, the influence of spectator's life-style on the loyalty(action loyalty, attitude loyalty)of professional soccer. Second, the influence of spectator's life style on the appeal(field factor, game circumstance factor, spectating expense factor, promotion factor, entertainment factor, player factor)of professional soccer.