• Title/Summary/Keyword: Battle game

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A Study on the 3D Graphics Simulation Game Implementation for Tank Battle (전차전 시뮬레이션을 위한 3차원 그래픽 게임 제작 연구)

  • Park, Ae-Hui;Jang, Hyun-Ah;Cho, Chang-Suk;Kong, Gil-Young;Shim, Hoon;Song, Jae-Hoon
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.563-568
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    • 2001
  • 본 연구에서는 3차원 그래픽 시뮬레이션 게임 제작 연구를 목적으로 하여 3차원 그래픽 전차모델을 제작하고 이를 이용한 전차전 시뮬레이션 게임 제작을 목표로 한다. 게임 상에는 아군과 대항군의 2대의 전차가 사용되며 대항군 전차는 통계적인 함수 모형을 이용하여 자체적인 전투 수행을 할 수 있도록 하고, 아군 전차는 사용자가 움직임을 통제한다. 본 논문의 결과를 사용자 탱크가 자유자재로 지형 위를 움직이며 상대편 탱크와 전투를 하는 시스템이 개발된다.

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A study on the mine artillery striking method using agent based modeling & simulation (에이전트 기반모의를 통한 갱도포병 타격방안 연구)

  • Kim, Se-Yong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2008.10a
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    • pp.359-363
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    • 2008
  • In recent warfare, importance of counter-fire is increased. New weapon system and counter-fire have critical impact on defeating of the enemy. At an initial battle counter-fire, we need to study about striking plan against the enemy mine artillery. In this paper, we studied, using MANA(agent based model), how much cannon's hit probability and UAV-based target acquisition have influence on striking the mine artillery. We constructed MANA model based on the characteristics of a regional database of Korean peninsula. If we develop detail database of the ROK Army, the proposed MANA model can be used as a war-game model for the regimental level of the Army.

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An Implementation of the Mobile Tug of War Battle Game with Character Raising Mode (캐릭터 육성 테마를 결합한 모바일 배틀 줄다리기 게임의 구현)

  • Ahn, Hoo-Young;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.117-120
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    • 2007
  • 최근 전 세계적으로 모바일장치의 확산과 초고속 인터넷의 확장에 따라 모바일게임시장이 더욱 확대되고 있다. 모바일게임은 기술의 이제 사회적으로 분명한 대중문화로서 자리 잡고 있다[1]. 그러나 기존의 모바일 게임들은 오프라인 형태로 사용자가 한 번 다운 받아 즐기는 게임이거나 온라인 네트워크 모바일 게임의 형태이라 할지라도 배틀 형태의 대전 게임으로만 이루어져 있는 종류의 게임이 대부분이다. 본 논문은 온라인 배틀 게임의 형태와 캐릭터를 육성 시키는 게임의 형태를 혼합하여 다양한 방법으로 하나의 게임을 즐길 수 있도록 한 줄다리기 게임을 제안한다. 단순한 온라인 배틀 게임이 아닌, 오프라인의 연습과정을 트레이닝 모드라라고 정의 하여 기존의 모바일 게임들과 차별되는 혁신적인 모바일 게임 모델이다. 본 논문에서 제안하는 Rope Survival게임은 네트워크 대전게임과 캐릭터의 육성 게임을 동시에 즐기는 게임이라는 측면에서 모바일 게임의 연구 분야에 새로운 방향을 제시한다.

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Whither the TPP? Political Economy of Ratification and Effect on Trade Architecture in East Asia

  • Choi, Byung-il
    • East Asian Economic Review
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    • v.20 no.3
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    • pp.311-338
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    • 2016
  • In the race for establishing trading architecture consistent with new landscape of the global economy, the US is ahead of the game by concluding the Trans Pacific Partnership Agreement with 11 countries. To make it reality, the ratification is essential. In the battle for ratification in the US, declining globalism confronts rising protectionism. This paper models the ratification process as contest between globalism and protectionism, and analyzes the optimal timing for ratification. Based on this framework, various ratification scenarios are analyzed. The paper argues less likelihood for the lame-duck session passage and more likelihood for prolonged and protracted delay, due to changing political dynamics and declining intellectual support for globalism. Hence, the future of Trans Pacific Partnership Agreement may prove different, compared to the North American Free Trade Agreement and the Korea-US Free Trade Agreement, both of which were renegotiated and ratified eventually. Then, the US would lose the first move advantage. The paper also discusses strategic implications of delayed ratification on the evolution of trading architecture in East Asia.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Design a Platform for Balancing Mutual Values between Objects (객체들 간의 상호 가치 균형을 위한 플랫폼 설계)

  • Kim, Bong-Han
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.241-248
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    • 2017
  • There are various problems in the process of developing the game. Especially, there is a lot of problems in testing the balance of the value of each object. This causes problems such as an increase in development cost and a delay in development time. Therefore, if there is a tool or simulator that can test the mutual value balance of each object in advance, this problem can be solved. However, currently there are few simulators, tools, and platforms that can analyze and evaluate the mutual value balance between these objects. In this paper, I designed a platform to evaluate and test the mutual value balance between these objects based on mock battle. The designed platform tests and evaluates the abilities of each object according to their attack and defense strengths. So, this reduces development costs and shortens development time.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

The Conflict over the Separation of Prescribing and Dispensing Practice (SPDP) in Korea: A Bargaining Perspective (의약분업을 둘러싼 갈등 : 협상론의 관점에서)

  • Lee, Kyung-Won;Kim, Joung-Hwa;T. K. Ahn
    • Health Policy and Management
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    • v.12 no.4
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    • pp.91-113
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    • 2002
  • We report and analyze the Korean physicians' recent general strike over the implementation of the Separation of Prescribing and Dispensing Practice (SPDP) in which more than 18,000 private clinics and 280 hospitals participated. Utilizing game-theoretic models of bargaining we explain why the Korean physicians were so successful in organizing intense collective action against the government and securing very favorable policy outcomes. In particular, we highlight the role of distributional conflict among social actors in shaping the details of institutional reform. The introduction of the SPDP was a necessary first step in the overall reform of health care system in Korea. However, the SPDP was perceived to be a serious threat to the economic viability of their profession by the vast majority of Korean physicians who had long been relied on the profits from selling medicines to compensate for the loss of income due to the low service fee under the previous health care system. The strong political coalition among heterogeneous physicians enabled them to organize an intense form of collective action, the general strike. Thus, physicians were successful not only in dragging the government to a bargaining table, but also winning in the bargaining and securing an outcome vastly favorable to them. On the other hand, the lack of an overall reform plan in the health care policy area, especially the finance of the National Health Insurance and the need for maintaining an image as a successful reform initiator, motivated the government to reach a quick resolution with the striking physicians.

Developing an AR based Command Post eXercise(CPX) Simulator (증강현실 기반 지휘통제훈련 시뮬레이터 개발)

  • Park, Sangjun;Shin, Kyuyoung;Kim, Dongwook;Kim, Tai Hyo;Roh, Hyo Bin;Lee, Wonwoo
    • Convergence Security Journal
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    • v.18 no.5_2
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    • pp.53-60
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    • 2018
  • As science and technology develops, it is expected that more precise and various weapons will be used in a much more complicate future battlefield environment. C4I is a system that provides the proper and necessary information to commanders and their staffs to recognize the battlefield situation by connecting and visualizing the complex battlefield environment and various weapon systems together. Commanders and staffs perform battle command training based on a computer or paper map to better utilize the C4I system and Command Post eXercise(CPX) is a process of the training. This is the way for them to improve command control and decision making skills. Analyzing of line of sight(LOS), identifying communication fringe area, deploying troop strength, and determining unit maneuver are highly restricted under the 2D based CPX. In recent years, however, three-dimensional (3D) CPX simulators have been developed to overcome these drawbacks. In response to this trend, this paper proposes a multi-user based CPX simulator using augmented reality (AR) glass, which can be used as a practical war game simulator.

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A Study on Vulnerability of Cyber Electronic Warfare and Analysis of Countermeasures for swarm flight of the NBC Reconnaissance Drones (화생방 정찰 드론의 군집비행 시 사이버전자전 취약점 및 대응방안 분석)

  • Kim, Jee-won;Park, Sang-jun;Lee, Kwang-ho;Jung, Chan-gi
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.133-139
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    • 2018
  • The 5 Game changer means the concepts of the army's operation against the enemy's asymmetric threats so that minimize damage to the public and leads to victory in war in the shortest time. A study of network architecture of Dronebot operation is a key study to carry out integrated operation with integrated C4I system by organically linking several drones battle groups through ICT. The NBC reconnaissance drones can be used instead of vehicles and humans to detect NBC materials and share situations quickly. However, there is still a lack of research on the swarm flight of the NBC reconnaissance drones and the weaknesses of cyber electronic warfare. In this study, we present weaknesses and countermeasures of CBRNs in swarm flight operations and provide a basis for future research.

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