• Title/Summary/Keyword: Finite State Machine(FSM)

Search Result 82, Processing Time 0.022 seconds

A Design of Modified Euclidean Algorithm using Finite State Machine (FSM을 이용한 수정된 유클리드 알고리즘 설계)

  • Kang, Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.6
    • /
    • pp.2202-2206
    • /
    • 2010
  • In this paper, an architecture for modified Euclidean(ME) algorithm is proposed, which is using finite-state machine(FSM) instead of degree computation. Since the proposed architecture does not have degree computation circuits, it is possible to reduce the hardware complexity of RS(Reed-Solomon) decoder, so that a very high-speed RS decoder can be implemented. RS(255,239) decoder with the proposed architecture is implemented using Verilog-HDL and requires about 13% fewer gate counts than conventional one.

NPC Control by Hybrid Architecture of Finite State Machine and Inference Engine ? (NPC 행동 제어를 위한 유한상태기계와 추론 엔진의 하이브리드 구조)

  • Cho, Dong-Hyun;Oh, Sung-Jin;Sung, Mee-Young;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.168-173
    • /
    • 2007
  • 게임이나 가상환경에서 오락성과 실감성을 증진시키는 여러 가지 방법들 가운데 지능적인 Non-Player Character (NPC)들의 존재는 중요하다. 컴퓨터 그래픽과 관련 하드웨어 플랫폼 기술의 발전으로 인해 사용자들은 이제 시각적인 만족을 넘어서서, NPC들이 보다 지능적으로 행동하면서 오락적인 만족감과 동시에 보다 향상된 실감성을 제공하기를 원한다. 하지만, 유한상태기계 (Finite State Machine, FSM)를 기반으로 하는 NPC 구현의 한계와 어려움으로 인해 이러한 사용자들의 요구사항을 만족시키는 것은 어렵다. 본 논문에서는 FSM과 추론 엔진(Inference Engine)을 결합한 새로운 NPC 행동제어 구조를 제안한다. 또한 제안된 구조의 가능성을 시연하기 위해 실제로 동작하는 데모를 소개한다. 이러한 FSM과 추론 엔진의 하이브리드 구조는 FSM이 제공하는 NPC 반응의 실시간성을 보장하는 동시에 추론 엔진이 제공할 수 있는 보다 지능적이고 계획적인 NPC들의 행동을 만들어 낼 수 있다는 장점이 있다.

  • PDF

Generating various NPCs Behavior using Inference of Stochastic Finite Automata (확률 유한오토마타의 추론을 이용한 다양한 NPC의 행동양식 생성에 관한 기법 연구)

  • Cho, Kyung-Eun;Cho, Hyung-Je
    • Journal of Korea Game Society
    • /
    • v.2 no.2
    • /
    • pp.52-59
    • /
    • 2002
  • This paper introduces FSM, statistical FSM and NFA that are used for assigning behaviors of NPCs in computer games. We propose a new method for remedy of the weakness of previous studies. We use the method of inferencing stochastic grammars to generate NPCs behaviors. Using this method we can generate a lot of MPCs or Computer Players behaviors automatically and the games will be more enjoyable.

  • PDF

A study on The Implementation of Monster AI using Finite-State Machine (유한 상태 기계를 이용한 몬스터 AI 구현에 관한 연구)

  • Jo, Jae-Won;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.349-350
    • /
    • 2019
  • 게임에서 장르를 불문하고 모든 몬스터와 NPC는 AI를 가지고 있다. 따라서 적 몬스터 캐릭터와 전투를 즐기는 액션 게임의 경우 그만큼 인공지능이 게임 안에서 차지하는 비율이 높다고 할 수 있을 것이다. 본 논문에서는 FSM, HFSM, BT와 같은 AI 기법을 비교하여 분석하였다. 각 기법에는 주의해야 할 점이 명확하게 존재하기 때문에 구체적으로 어떠한 문제점들이 존재하는지에 대한 결과를 얻는데 연구 목적이 있다. 따라서 몬스터 AI를 구현할 때 각 인공지능 기법의 장단점을 고려하여 설계하여 유지 보수를 줄이는 방법을 연구해야 한다는 것을 확인할 수 있었다.

  • PDF

Definition of Step Semantics for Hierarchical State Machine based on Flattening (평탄화를 이용한 계층형 상태 기계의 단계 의미 정의)

  • Park, Sa-Choun;Kwon, Gi-Hwon;Ha, Soon-Hoi
    • The KIPS Transactions:PartD
    • /
    • v.12D no.6 s.102
    • /
    • pp.863-868
    • /
    • 2005
  • Hardware and software codesign framework called PeaCE(Ptolemy extension as a Codesign Environment) was developed. It allows to express both data flow and control flow which is described as fFSM which extends traditional finite state machine. While the fFSM model provides lots of syntactic constructs for describing control flow, it has a lack of their formality and then difficulties in verifying the specification. In order to define the formal semantics of the fFSM, in this paper, firstly the hierarchical structure in the model is flattened and then the step semantics is defined. As a result, some important bugs such as race condition, ambiguous transition, and circulartransition can be formally detected in the model.

A Dynamic Utilization method of FSM for Adaptive NPC Generation (적응형 NPC 생성을 위한 FSM의 동적 활용 방안)

  • Yang, Jeong-Mo;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.9
    • /
    • pp.1258-1266
    • /
    • 2008
  • Most game players obtain more satisfactions by interacting with human players that have fluxed behavior patterns, than with NPC(Non-Player Character)s that have fixed behavior patterns. Since it is impossible that game players always interact with human players, adaptive NPCs that can variously behave are required. In this paper, we present a method to create adaptive NPCs using a dynamic FSM(Finite State Machine). This method configures a dynamic FSM by using behavior information at behavior database, and repeatedly updates the dynamic FSM so that the dynamic FSM's total efficiency approaches to a given target efficiency. NPC adapts to game players through this process. For an experiment, we have implemented a 2D game with this strategy, and experimented with various target efficiencies. We show that a dynamic FSM's total efficiency approaches to target efficiency by updating a dynamic FSM several times over. It means that the adaptive NPC to be generated, adapts to game players.

  • PDF

Automated Synthesis of Moore and Mealy-model Time-stationary Controllers for Pipelined Data Path of Application Specific Integrated Circuits (파이프라인 방식의 ASIC 데이타 경로를 위한 무어 및 밀리식 시간 정지형 콘트롤 러의 자동 합성)

  • Kim, Jong-Tae
    • The Transactions of the Korea Information Processing Society
    • /
    • v.2 no.2
    • /
    • pp.254-263
    • /
    • 1995
  • In this paper we discuss Moore and Mealy-model Time-stationary control schemes of pipelined data paths of Application Specific, Integrated Circuits (ASICs). We developed a method to synthesize both a Moore and a Mealy-style Finite State Machine(FSM) controller specifications given a pipelined data path with conditional branches. The control synthesis task consists of the generation of control specification and the FSM synthesis. The control specification procedure generates a FSM specification in the form of a state table. The different partitioning schemes are applied to each FSM controller so as to minimize the total area. Experimental results show the characteristics of the two different control styles and the effects of these two models on cost and performance.

  • PDF

Design for Intuitive Modeling of FSM Editor (FSM의 직관적인 모델링을 위한 에디터 설계)

  • 송병근;이현진;김상균;서재현
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2003.04c
    • /
    • pp.458-460
    • /
    • 2003
  • 이 논문에서는 게임에서 인공지능 구현에 많이 사용되는 FSM(Finite State Machine)을 이용하여 다양한 인격의 NPC(Non-Player Character)를 생성함에 있어서, 게임 디자이너의 NPC 패턴 설계에 도움을 주기위해, 직관적인 FSM 상태 모델링 에디터를 설계하고자 한다. 이 툴을 이용하여, FSM의 각 상태와 상태의 변이에 따른 여러 가지 반응을 게임 디자이너가 직관적으로 알 수 있도록 함으로써 보다 다양한 인격을 가진 NPC를 생성할 수 있을 것으로 기대된다.

  • PDF

A Study on Insuring the Full Reliability of Finite State Machine (유한상태머신의 완벽한 안정성 보장에 관한 연구)

  • Yang Sun-Woong;Kim Moon-Joon;Park Jae-Heung;Chang Hoon
    • Journal of Internet Computing and Services
    • /
    • v.4 no.3
    • /
    • pp.31-37
    • /
    • 2003
  • In this paper, an efficient non-scan design-for-testability (DFT) method for finite state machine(FSM) is proposed. The proposed method always guarantees short test pattern generation time and complete fault efficiency. It has a lower area overhead than full-scan and other non-scan DFT methods and enables to apply test patterns at-speed. The efficiency of the proposed method is demonstrated using well-known MCNC'91 FSM benchmark circuits.

  • PDF

A Synchronized Scheme Applying on Hybrid in On-Line Game (온라인 게임에서의 하이브리드기법을 적용한 동기화 기법)

  • Kime, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.11 no.2
    • /
    • pp.7-12
    • /
    • 2011
  • Because development of high speed network, spread of internet, and high quality of computer performance, request and internet about massive multiplayer playing the game, is increasing. In order to experience realistic game play which is one of the most importance factor in massive multiplayer on-line, synchronization is importance matter. We propose synchronized and optimized scheme that combined FSM (Finite State Machine) and event holding method for efficient state synchronization for massive multiplayer on-line, and we show the effectiveness and reliability of our proposed scheme through the implementing and testing of the game server applying on our proposed scheme.