• Title/Summary/Keyword: Game AI

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Build reinforcement learning AI process for cooperative play with users (사용자와의 협력 플레이를 위한 강화학습 인공지능 프로세스 구축)

  • Jung, Won-Joe
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.57-66
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    • 2020
  • The goal is to implement AI using reinforcement learning, which replaces the less favored Supporter in MOBA games. ML_Agent implements game rules, environment, observation information, rewards, and punishment. The experiment was divided into P and C group. Experiments were conducted to compare the cumulative compensation values and the number of deaths to draw conclusions. In group C, the mean cumulative compensation value was 3.3 higher than that in group P, and the total mean number of deaths was 3.15 lower. performed cooperative play to minimize death and maximize rewards was confirmed.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Evolving Team-Agent Based on Dynamic State Evolutionary Artificial Neural Networks (동적 상태 진화 신경망에 기반한 팀 에이전트의 진화)

  • Jin, Xiang-Hua;Jang, Dong-Heon;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.290-299
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    • 2009
  • Evolutionary Artificial Neural Networks (EANNs) has been highly effective in Artificial Intelligence (AI) and in training NPCs in video games. When EANNs is applied to design game NPCs' smart AI which can make the game more interesting, there always comes two important problems: the more complex situation NPCs are in, the more complex structure of neural networks needed which leads to large operation cost. In this paper, the Dynamic State Evolutionary Neural Networks (DSENNs) is proposed based on EANNs which deletes or fixes the connection of the neurons to reduce the operation cost in evolution and evaluation process. Darwin Platform is chosen as our test bed to show its efficiency: Darwin offers the competitive team game playing behaviors by teams of virtual football game players.

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The Metaverse and Video Games: Merging Media to Improve Soft Skills Training

  • Shin, Edward;Kim, Jang Hyun
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.69-76
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    • 2022
  • Education systems have made efforts to prepare students by providing technical and nontechnical courses. With video games, however, there is the potential to develop dedicated metaverses that can help teach soft skills even during casual pastimes. The research conducted will propose a set of design practices for metaverse and game development to promote soft skills. While there are many soft skills people can acquire, this paper will focus on certain aspects based on specific games and studies. There will be some information collected from the information to support the design model and arguments. This paper will provide developers with a starting point for imaginative game creation and impart users with soft skills to assist in their professions and social life.

Implementation of Target Object Tracking Method using Unity ML-Agent Toolkit (Unity ML-Agents Toolkit을 활용한 대상 객체 추적 머신러닝 구현)

  • Han, Seok Ho;Lee, Yong-Hwan
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.3
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    • pp.110-113
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    • 2022
  • Non-playable game character plays an important role in improving the concentration of the game and the interest of the user, and recently implementation of NPC with reinforcement learning has been in the spotlight. In this paper, we estimate an AI target tracking method via reinforcement learning, and implement an AI-based tracking agency of specific target object with avoiding traps through Unity ML-Agents Toolkit. The implementation is built in Unity game engine, and simulations are conducted through a number of experiments. The experimental results show that outstanding performance of the tracking target with avoiding traps is shown with good enough results.

Game AI Agents using Deliberative Behavior Tree based on Utility Theory (효용이론 기반 숙고형 행동트리를 이용한 게임 인공지능 에이전트)

  • Kwon, Minji;Seo, Jinsek
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.432-439
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    • 2022
  • This paper introduces deliberative behavior tree using utility theory. The proposed approach combine the strengths of behavior trees and utility theory to implement complex behavior of AI agents in an easier and more concise way. To achieve this goal, we devised and implemented three types of additional behavior tree nodes, which evaluate utility values of its own node or its subtree while traversing and selecting its child nodes based on the evaluated values. In order to validate our approach, we implemented a sample scenario using conventional behavior tree and our proposed deliberative tree respectively. And then we compared and analyzed the simulation results.

An analysis of in-service teachers' perceived interactivity with AI teachers through RPP(Role-Play Presentation) (RPP(Role-Play Presentation)를 통한 교사의 AI 교사와의 지각된 상호작용성 분석)

  • Ko, Ho Kyoung;Huh, Nan;Noh, Jihwa
    • The Mathematical Education
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    • v.60 no.3
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    • pp.321-340
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    • 2021
  • As many changes in the future society represented by the age of artificial intelligence(AI) are expected to come, efforts are being made to draw the shape of the future education and various research methods are being employed to support the attempts. While many research studies use methods for deriving generalized results such as expert survey and trend analysis in along with a review of literature, there are attempts to apply the scenario methodology to explore ideas and information needed within a changing context. A scenario method, one of the experiential learning strategies, aims to seek various and alternative approaches by establishing a plan from the present conditions considering future changes. In this study, in-service teachers' perceptions and expectations of the interactivity between human and AI teachers were visualized by applying the role-play presentation technique that grafted the concept of role-play game to the scenario method. In addition, the mandal-art method was introduced to support in conducting productive discussion during the teachers' collaboration. This method appeared to help to depict teachers' perceptions of AI teachers in the detailed and concrete form, which may flow in the abstract otherwise. Through analyses of the teachers' role-play presentations with the implementation of the madal-art method it was suggested that most teachers would want to collaborate with an AI teacher for improved instruction and individualized student learning while they would take the instructional authority over the AI teacher in the classroom.

Development of Game Graphics and AI Picture Classification Model for Real-Life Images on CNN (CNN 기반의 실사 이미지에 대한 게임 그래픽과 AI 그림 분류 모델 개발)

  • Seung-Bo Park;Dong-Hwi Cho;Seo-Young Choi;Eun-Ji Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.465-466
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    • 2023
  • AI 기술의 발전으로 AI가 그린 그림과 인간이 직접 그린 그림을 식별하는 것이 어려워졌다. AI 기술을 통해 작품을 특정 화풍으로 그리는 것이 쉬워져 작품 도용과 평가 절하가 증가하고 있으며, AI가 인간과 유사하게 그림을 표현하는 경우 딥페이크 피싱과 같은 악용 사례도 늘어나고 있다. 따라서 본 논문에서는 AI 그림을 식별하기 위한 인공지능 모델 개발을 목표로 하고 있으며, 데이터셋을 구축하여 인공지능 기술을 활용한 알고리즘을 개발한다. YOLO Segmentation과 CNN을 활용하여 학습을 진행하고, 이를 통해 도용과 딥페이크 피해를 방지하는 프로세스를 제안한다.

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Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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