• Title/Summary/Keyword: Game AI

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A Comparative Study on Behavior-based Agent Control for Computer Games

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.37-45
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    • 2002
  • Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.

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A Study on the System for Controlling Factory Safety based on Unity 3D (Unity 3D 기반 깊이 영상을 활용한 공장 안전 제어 시스템에 대한 연구)

  • Jo, Seonghyeon;Jung, Inho;Ko, Dongbeom;Park, Jeongmin
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.85-94
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    • 2020
  • AI-based smart factory technologies are only increase short-term productivity. To solve this problem, collaborative intelligence combines human teamwork, creativity, AI speed, and accuracy to actively compensate for each other's shortcomings. However, current automation equipmens require high safety measures due to the high disaster intensity in the event of an accident. In this paper, we design and implement a factory safety control system that uses a depth camera to implement workers and facilities in the virtual world and to determine the safety of workers through simulation.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.89-98
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    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

A Study on Malware Program Detection in Mobile Game (모바일 게임에서 악성 프로그램 탐지에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.153-154
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    • 2018
  • 전 세계 모바일 게임 소비 시장의 증가와 사용자들이 지속적으로 증가하는 반면 랜섬웨어와 같은 악성 프로그램들이 악의적인 목적을 위하여 모바일게임 시장에 피해를 주는 사례들도 지속적으로 증가하는 것도 사실이다. 본 논문에서는 모바일 게임을 이용한 악성코드 위협으로부터 보호하기 위하여 4차 산업의 가장 핵심 기술인 인공지능의 학습기술에 악성코드 분석기술을 연계시켜 새로운 모바일 악성코드 탐지와 속도를 향상시키는 기술의 필요성을 제시한다.

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A Study on the Application of AI Image Generators in the Creative and Art Field (인공지능 이미지 생성기의 창작·예술 분야 활용 방향성에 대한 연구)

  • Dong-Hoo Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.85-88
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    • 2023
  • 미국 콜로라도주 박람회 미술전에서 신인 디지털 아티스트 부문에서 1위를 차지한 게임 디자이너인 제이슨 앨런의 작품 스페이스오페라 극장'이 AI Image generator Midjourney를 활용해서 완성된 작품이라는 것이 알려지면서 창작과 예술 분야에 AI 활용이라는 논쟁이 가속화되고 있다. 창작과 예술을 돕는 탁월한 기능을 가진 툴로 바라보거나 창작과 예술 활동에 아이디어를 제공하고 작품을 구체화하는 과정의 조력자로 환영하는 입장과 예술가의 작품을 허가 없이 훔쳐서 만들어 낸 이미지일 뿐이라는 이상도 이하도 아니며 도덕적으로 허락되어서는 안되다는 입장이 크게 충돌하고 있다. 하루가 다르게 빠르게 발전하고 있는 주요 AI Image generator를 살펴보고 창작과 예술 분야에 AI 활용은 어떤 변화를 가져올지, AI 활용의 긍정적인 측면을 예측하고 연구해 보고자 한다.

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DQN Reinforcement Learning for Acrobot in OpenAI Gym Environment (OpenAI Gym 환경의 Acrobot에 대한 DQN 강화학습)

  • Myung-Ju Kang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.35-36
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    • 2023
  • 본 논문에서는 OpenAI Gym 환경에서 제공하는 Acrobot-v1에 대해 DQN(Deep Q-Networks) 강화학습으로 학습시키고, 이 때 적용되는 활성화함수의 성능을 비교분석하였다. DQN 강화학습에 적용한 활성화함수는 ReLU, ReakyReLU, ELU, SELU 그리고 softplus 함수이다. 실험 결과 평균적으로 Leaky_ReLU 활성화함수를 적용했을 때의 보상 값이 높았고, 최대 보상 값은 SELU 활성화 함수를 적용할 때로 나타났다.

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Comparison of Activation Functions of Reinforcement Learning in OpenAI Gym Environments (OpenAI Gym 환경에서 강화학습의 활성화함수 비교 분석)

  • Myung-Ju Kang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.25-26
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    • 2023
  • 본 논문에서는 OpenAI Gym 환경에서 제공하는 CartPole-v1에 대해 강화학습을 통해 에이전트를 학습시키고, 학습에 적용되는 활성화함수의 성능을 비교분석하였다. 본 논문에서 적용한 활성화함수는 Sigmoid, ReLU, ReakyReLU 그리고 softplus 함수이며, 각 활성화함수를 DQN(Deep Q-Networks) 강화학습에 적용했을 때 보상 값을 비교하였다. 실험결과 ReLU 활성화함수를 적용하였을 때의 보상이 가장 높은 것을 알 수 있었다.

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Implementation of hand motion recognition-based rock-paper-scissors game using ResNet50 transfer learning (ResNet50 전이학습을 활용한 손동작 인식 기반 가위바위보 게임 구현)

  • Park, Changjoon;Kim, Changki;Son, Seongkyu;Lee, Kyoungjin;Yoo, Heekyung;Gwak, Jeonghwan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.77-82
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    • 2022
  • GUI(Graphical User Interface)를 대신하는 차세대 인터페이스로서 NUI(Natural User Interace)에 기대가 모이는 것은 자연스러운 흐름이다. 본 연구는 NUI의 손가락 관절을 포함한 손동작 전체를 인식시키기 위해 웹캠과 카메라를 활용하여 다양한 배경과 각도의 손동작 데이터를 수집한다. 수집된 데이터는 전처리를 거쳐 데이터셋을 구축하며, ResNet50 모델을 활용하여 전이학습한 합성곱 신경망(Convolutional Neural Network) 알고리즘 분류기를 설계한다. 구축한 데이터셋을 입력시켜 분류학습 및 예측을 진행하며, 실시간 영상에서 인식되는 손동작을 설계한 모델에 입력시켜 나온 결과를 통해 가위바위보 게임을 구현한다.

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AI, big data, and robots for the evolution of biotechnology

  • Kim, Haseong
    • Genomics & Informatics
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    • v.17 no.4
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    • pp.44.1-44.3
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    • 2019
  • Artificial intelligence (AI), big data, and ubiquitous robotic companions -the three most notable technologies of the 4th Industrial Revolution-are receiving renewed attention each day. Technologies that can be experienced in daily life, such as autonomous navigation, real-time translators, and voice recognition services, are already being commercialized in the field of information technology. In the biosciences field in Korea, such technologies have become known to the local public with the introduction of the AI doctor Watson in large number of hospitals. Additionally, AlphaFold, a technology resembling the AI AlphaGo for the game Go, has surpassed the limit on protein folding predictions-the most challenging problems in the field of protein biology. This report discusses the significance of AI technology and big data on the bioscience field. The introduction of automated robots in this field is not just only for the purpose of convenience but a prerequisite for the real sense of AI and the consequent accumulation of basic scientific knowledge.