• 제목/요약/키워드: Baduk

검색결과 45건 처리시간 0.024초

계지탕 1량의 현대용량추정 (Study on one Ryang of Guizhi-tang)

  • 김인락;박진희
    • 동의생리병리학회지
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    • 제16권4호
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    • pp.637-641
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    • 2002
  • In order to convert the one ryang of Guizhi-tang into the modern weights and measures, herbs whose dose was expressed by number in Treatise on Feverile Disease of Zhongjing were measured actually. The results obtained are as follows. 1. Size of Jujubae fructus in Guizhi-tang is an average and if remove the seed, 12 Jujubae fructuses corresponds to 20g. These weights are the same as Belamcandae Rhizoma, Persicae Semen, Gleditsiae Fructus, Gardeniae Fructus and Armeniacae amarum Semen whose dose was expressed by number in Treatise on Feverile Disease of Zhongjing. If one ryang corresponds to 6.5g, 20g corresponds to three ryang. If one ryang corresponds to 15.6g, 20g corresponds to 1.3 ryang. When herbs were added in Guizhi-tang, the used weights were two more ryang. Almost unit of weights in Formulae of Zhongjing is the constantly multiplied. 2. Half sheng(升) of Pinelliae Rhizomae is 15 Pinelliae Rhizomas and corresponds to two and a half ryang. 14 Pinelliae Rhizomas are contained in 50 mL egg. 3.1 geun(斤), maximal amount of Gypsum Fibrosum and amount of one egg are the same weight supposing one ryang corresponds to 6.5g. 4. 2 ryang of Rhei Radix et Rhizoma is the 6.8 balls(碁子) of baduk and similar as 5-6 balls of baduk of Jisilchijasi-Tang. 5. General dose of Glycyrrhizae Radix is two ryang and 20mL, the size of thumb is 13g. 6. Half geun approaches the 3 flattened spoons. Consequently the presumption that one ryang in Guizhi-tang is 15.6g is wrong. One ryang is assumed as 6.5g.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • 제10권2호
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Chomp 게임의 승리 전략: 실천적 고찰 (Winning Strategies for the Game of Chomp: A Practical Approach)

  • 조인성
    • 한국수학사학회지
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    • 제31권3호
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    • pp.151-166
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    • 2018
  • The rule of the game of Chomp is simple and the existence of a winning strategy can easily be proved. However, the existence tells us nothing about what strategies are winning in reality. Like in Chess or Baduk, many researchers studied the winning moves using computer programs, but no general patterns for the winning actions have not been found. In the paper, we aim to construct practical winning strategies based on backward induction. To do this we develop how to analyze Chomp and prove and find the winning strategies of the simple games of Chomp.

이물질 섭취 및 흡인 소아환자의 엑스선 영상 평가 (Evaluation of Radiography of Ingested and Aspirated Foreign Bodies in Pediatric Patients)

  • 권대철;최지원
    • 방사선산업학회지
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    • 제12권4호
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    • pp.291-295
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    • 2018
  • The purpose of this study was to introduce the radiography for the natural course and clinical diagnosis of foreign body ingestion and aspiration, to help diagnosis and treatment, to evaluate the accuracy of radiographic images of pediatric patients. A 2 to 7 year-old patient who ingested a foreign body was ingested and aspirated with foreign substances such as coin, cloth pin, earring, baduk stone, and hairpins, and chest and abdomen of the plain radiography. The pediatric patient who ingested and aspirated the foreign body of the coins, the clothespins, the earrings, the stones, and the hairpins were examined by chest and abdomen of the plain radiography and fluoroscopic images. The radiography examination can be combined to effectively cope with the treatment and the treatment of the foreign substance removal. It can be applied to the diagnosis of foreign body in pediatric patient's clinic and appropriate treatment and treatment direction.

유전 알고리즘을 이용한 삼목 게임 전략 분석 (Analysis of Tic-Tac-Toe Game Strategies using Genetic Algorithm)

  • 이병두
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.39-48
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    • 2014
  • 바둑은 단순한 규칙에도 불구하고 매우 복잡한 전략보드 게임이다. 몬테카를로 트리탐색을 이용하여 컴퓨터 바둑 프로그램들이 접바둑으로 프로기사를 제압해 왔다. 몬테카를로 트리탐색은 전략의 개념보다는 몬테카를로 시뮬레이션에 의해 계산된 승률에 근간을 한다. 반면에 적절한 적합도 함수로 된 유전 알고리즘은 게임 내 최적 해를 찾아낼 수 있다. 삼목 게임(또는 ${\bigcirc}{\times}$게임)은 가장 대중적인 게임 중의 하나이다. 저자는 삼목 게임에서의 최선의 전략을 찾고자 했다. 실험 결과로 유전 알고리즘은 효율적인 전략들을 찾을 수가 있으며, 바둑과 서양장기와 같은 여타 보드게임들에 적용할 수 있음을 보였다.

무전략 몬테카를로 트리탐색을 활용한 9줄바둑에서의 첫 수 (The first move in the game of 9⨯9 Go, using non-strategic Monte-Carlo Tree Search)

  • 이병두
    • 한국게임학회 논문지
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    • 제17권3호
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    • pp.63-70
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    • 2017
  • 인공지능 연구에서 바둑은 위치평가의 어려움과 엄청난 분기수로 인해 가장 도전적인 보드게임으로 여겨지고 있다. 몬테카를로 트리탐색은 이러한 문제점을 극복할 수 있는 고무적인 돌파구이다. 알파고의 숨겨진 아이디어는 주어진 위치에서의 승률을 예상하여 깊은 탐색을 유도한 후 가장 고무적인 착수를 찾아내는 것이었다. 본 논문에서는 무전략 MCTS를 활용하여 9줄바둑에서 프로기사들이 최상의 첫수로 여기는 천원점이 옳다는 것을 확인했으며, 또한 가장 유행하는 첫 수들의 평균승률을 비교했다.

몬테카를로 트리탐색을 활용한 초소형 바둑에서의 최상의 수순과 덤의 크기 (The Best Sequence of Moves and the Size of Komi on a Very Small Go Board, using Monte-Carlo Tree Search)

  • 이병두
    • 한국게임학회 논문지
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    • 제18권5호
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    • pp.77-82
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    • 2018
  • 바둑은 최상의 착점을 찾기 위해 컴퓨터가 완전탐색을 하여 모든 가능한 착점들을 탐색할 수 없는 가장 복잡한 보드게임이다. AlphaGo 이전에 모든 강력한 컴퓨터바둑 프로그램들은 게임트리 내 매우 큰 분기수와 국면평가에서의 어려움을 극복하기 위해 몬테카를로 트리탐색(Monte-Carlo Tree Search)을 사용해 왔다. 본 논문에서는 MCTS를 활용하여 초소형 바둑에서의 최상의 수순과 덤의 크기를 알고자 했다. 2줄바둑에서의 게임결과는 빅이 되었으며 덤의 크기는 0집, 반면에 3줄바둑에서는 흑이 항상 승리하고 덤의 크기는 9집이 되어야 함을 알아냈다.

Anthropology of power and passion, active nihilism: theme analysis on Sung, Suk-je's novel

  • Lee, Chan
    • 비교문화연구
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    • 제28권
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    • pp.37-53
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    • 2012
  • This paper examines 'an active nihilism' in Suk-je Sung's novels in detail. The focus of this study is formed from the critical mind in a critical perspective that in Korean novels before and after 2000s, characters who embody 'problematic individuals' of $Luk{\acute{a}}cs$ have disappeared and those close to 'active nihilists' has become the mainstream. The most representative example of this phenomenon is Suk-je Sung's novels. 'Active nihilists' in his novels are described as 'ascetics' who mastered various spheres such as 'billiard', 'baduk gambling', 'alcohol', 'dance', and 'book collecting', and so on. In the sense that they reject the transcendental conditions of the modern world and live in the space and time of play in which they can display their passion and potentiality to the maximum, they beings jumping over the 'reality principle'. Also, what they want to repeat is not the endless exchange of labor and capital according to the capitalist system of exchange but rather the repeated existence of their power and passion. This 'anthropology of power and passion' is 'active nihilism' which could be expressed as the 'subject of creating new value' and 'Dionysian affirmation' by Nietzsche. Suk-je Sung's novels sharply prove the stylistic essence of 'a novel' which has to create its own form every time, constantly renewing the narrative style of the past ideal model. In this respect, they are very problematic and his innovation of a form draws the attention. Further, this will certainly be the important object of research in the diachronic dimension of contemporary Korean novel.

순수 몬테카를로 트리탐색을 기반으로 한 소형 바둑판에서의 가장 유망한 첫 수들 (The most promising first moves on small Go boards, based on pure Monte-Carlo Tree Search)

  • 이병두
    • 한국게임학회 논문지
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    • 제18권6호
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    • pp.59-68
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    • 2018
  • 간단한 규칙에도 불구하고 바둑은 인공지능 분야에서 가장 복잡한 전략적 보드게임 중의 하나이다. 몬테카를로 트리탐색(MCTS)은 최상우선 트리탐색 알고리즘으로 컴퓨터바둑 제작을 위해 사용되어 왔다. 저자는 9줄바둑판보다 작은 바둑판에서의 바둑게임 행위를 위해 MCTS를 활용하여 가장 유망한 첫 수를 찾고자 한다. 실험결과에 의하면 MCTS는 첫 수로 홀수형 바둑판에서는 정중앙, 짝수형 바둑판에서는 중앙 부근에 착수하기를 선호하는 것으로 나타났다.

THE PROBABILISTIC METHOD MEETS GO

  • Farr, Graham
    • 대한수학회지
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    • 제54권4호
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    • pp.1121-1148
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    • 2017
  • Go is an ancient game of great complexity and has a huge following in East Asia. It is also very rich mathematically, and can be played on any graph, although it is usually played on a square lattice. As with any game, one of the most fundamental problems is to determine the number of legal positions, or the probability that a random position is legal. A random Go position is generated using a model previously studied by the author, with each vertex being independently Black, White or Uncoloured with probabilities q, q, 1 - 2q respectively. In this paper we consider the probability of legality for two scenarios. Firstly, for an $N{\times}N$ square lattice graph, we show that, with $q=cN^{-{\alpha}}$ and c and ${\alpha}$ constant, as $N{\rightarrow}{\infty}$ the limiting probability of legality is 0, exp($-2c^5$), and 1 according as ${\alpha}$ < 2/5, ${\alpha}=2/5$ and ${\alpha}$ > 2/5 respectively. On the way, we investigate the behaviour of the number of captured chains (or chromons). Secondly, for a random graph on n vertices with edge probability p generated according to the classical $Gilbert-Erd{\ddot{o}}s-R{\acute{e}}nyi$ model ${\mathcal{G}}$(n; p), we classify the main situations according to their asymptotic almost sure legality or illegality. Our results draw on a variety of probabilistic and enumerative methods including linearity of expectation, second moment method, factorial moments, polyomino enumeration, giant components in random graphs, and typicality of random structures. We conclude with suggestions for further work.