• 제목/요약/키워드: Game Algorithm

검색결과 537건 처리시간 0.026초

Efficient Algorithms for Approximating the Centroids of Monotone Directions in a Polyhedron

  • Ha, Jong-Sung;Yoo, Kwan-Hee
    • International Journal of Contents
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    • 제12권2호
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    • pp.42-48
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    • 2016
  • We present efficient algorithms for computing centroid directions for each of the three types of monotonicity in a polyhedron: strong, weak, and directional monotonicity, which can be used for optimizing directions in many 3D manufacturing processes. Strongly- and directionally-monotone directions are the poles of great circles separating a set of spherical polygons on the unit sphere, the centroids of which are shown to be obtained by applying the previous result for determining the maximum intersection of the set of their dual spherical polygons. Especially in this paper, we focus on developing an efficient method for approximating the weakly-monotone centroid, which is the pole of one of the great circles intersecting a set of spherical polygons on the unit sphere. The original problem is approximately reduced into computing the intersection of great bands for avoiding complicated computational complexity of non-convex objects on the unit sphere, which can be realized with practical linear-time operations.

개선된 가위바위보 알고리즘을 적용한 육성 시뮬레이션 게임 개발 (Implementation of Training Simulation Game using Improved Rock-paper-scissors Algorithm)

  • 신동준;염효섭;홍민
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 춘계학술발표대회
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    • pp.785-786
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    • 2015
  • 최근 스마트폰의 발달과 높은 보급률로 인해 모바일 어플리케이션 시장이 급속하게 확대되고 있으며, 게임 시장 역시 스마트폰의 발달 흐름에 맞추어 조작이 간단하고 쉽게 즐길 수 있는 게임이 많이 개발 되고 있다. 본 논문은 이러한 흐름에 맞추어 사용자들이 쉽게 즐길 수 있는 육성 시뮬레이션 게임을 설계 및 구현하였다. 본 논문에서 구현한 게임은 기존의 육생 시뮬레이션 게임과 달리 가위바위보를 통하여 게임을 진행하도록 구현하였다. 또한 게임의 재미를 높이기 위해 컴퓨터가 랜덤으로 패를 선택하는 것이 아니라 사용자의 패를 예측하고 계산해 패를 낼 수 있도록 가위바위보 알고리즘을 2개의 패턴으로 개발하여 적용하였다.

A Win/Lose prediction model of Korean professional baseball using machine learning technique

  • Seo, Yeong-Jin;Moon, Hyung-Woo;Woo, Yong-Tae
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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    • pp.17-24
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    • 2019
  • In this paper, we propose a new model for predicting effective Win/Loss in professional baseball game in Korea using machine learning technique. we used basic baseball data and Sabermetrics data, which are highly correlated with score to predict and we used the deep learning technique to learn based on supervised learning. The Drop-Out algorithm and the ReLu activation function In the trained neural network, the expected odds was calculated using the predictions of the team's expected scores and expected loss. The team with the higher expected rate of victory was predicted as the winning team. In order to verify the effectiveness of the proposed model, we compared the actual percentage of win, pythagorean expectation, and win percentage of the proposed model.

A Cooperative Jamming Based Joint Transceiver Design for Secure Communications in MIMO Interference Channels

  • Huang, Boyang;Kong, Zhengmin;Fang, Yanjun;Jin, Xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권4호
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    • pp.1904-1921
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    • 2019
  • In this paper, we investigate the problem of secure communications in multiple-input-multiple-output interference networks from the perspective of physical layer security. Specifically, the legitimate transmitter-receiver pairs are divided into different categories of active and inactive. To enhance the security performances of active pairs, inactive pairs serve as cooperative jammers and broadcast artificial noises to interfere with the eavesdropper. Besides, active pairs improve their own security by using joint transceivers. The encoding of active pairs and inactive pairs are designed by maximizing the difference of mean-squared errors between active pairs and the eavesdropper. In detail, the transmit precoder matrices of active pairs and inactive pairs are solved according to game theory and linear programming respectively. Experimental results show that the proposed algorithm has fast convergence speed, and the security performances in different scenarios are effectively improved.

Siamese Network의 특징맵을 이용한 객체 추적 알고리즘 (Object Tracking Algorithm using Feature Map based on Siamese Network)

  • 임수창;박성욱;김종찬;류창수
    • 한국멀티미디어학회논문지
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    • 제24권6호
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    • pp.796-804
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    • 2021
  • In computer vision, visual tracking method addresses the problem of localizing an specific object in video sequence according to the bounding box. In this paper, we propose a tracking method by introducing the feature correlation comparison into the siamese network to increase its matching identification. We propose a way to compute location of object to improve matching performance by a correlation operation, which locates parts for solving the searching problem. The higher layer in the network can extract a lot of object information. The lower layer has many location information. To reduce error rate of the object center point, we built a siamese network that extracts the distribution and location information of target objects. As a result of the experiment, the average center error rate was less than 25%.

양자컴퓨터 제어 기술 (Technical Trend and Challenging Issues for Quantum Computing Control System)

  • 정용화;최병수
    • 전자통신동향분석
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    • 제36권3호
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    • pp.87-96
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    • 2021
  • Quantum computers will be a game-changer in various fields, such as cryptography and new materials. Quantum computer is quite different from the classical computer by using quantum-mechanical phenomena, such as superposition, entanglement, and interference. The main components of a quantum computer can be divided into quantum-algorithm, quantum-classical control interface, and quantum processor. Universal quantum computing, which can be applied in various industries, is expected to have more than millions of qubits with high enough gate accuracy. Currently, It uses general-purpose electronic equipment, which is placed in a rack, at room temperature to make electronic signals that control qubits. However, implementing a universal quantum computer with a low error rate requires a lot of qubits demands the change of the current control system to be an integrated and miniaturized system that can be operated at low temperatures. In this study, we explore the fundamental units of the control system, describe the problems and alternatives of the current control system, and discuss a future quantum control system.

카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링 (View-Dependent Real-time Rain Streaks Rendering)

  • 임진기;성만규
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.468-480
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    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

A Deep Learning Algorithm for Fusing Action Recognition and Psychological Characteristics of Wrestlers

  • Yuan Yuan;Yuan Yuan;Jun Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권3호
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    • pp.754-774
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    • 2023
  • Wrestling is one of the popular events for modern sports. It is difficult to quantitatively describe a wrestling game between athletes. And deep learning can help wrestling training by human recognition techniques. Based on the characteristics of latest wrestling competition rules and human recognition technologies, a set of wrestling competition video analysis and retrieval system is proposed. This system uses a combination of literature method, observation method, interview method and mathematical statistics to conduct statistics, analysis, research and discussion on the application of technology. Combined the system application in targeted movement technology. A deep learning-based facial recognition psychological feature analysis method for the training and competition of classical wrestling after the implementation of the new rules is proposed. The experimental results of this paper showed that the proportion of natural emotions of male and female wrestlers was about 50%, indicating that the wrestler's mentality was relatively stable before the intense physical confrontation, and the test of the system also proved the stability of the system.

블록체인과 유전 알고리즘을 활용한 게임 캐릭터 생태계 구축에 대한 연구 (A Study on Game Character Environment Building Using Blockchain and Genetic Algorithm)

  • 김수연;김수현;정윤오;박소영
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2021년도 추계학술발표대회
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    • pp.326-329
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    • 2021
  • 본 논문에서는 블록체인 기술을 활용하여 게임 콘텐츠의 위변조를 방지하고 유전 알고리즘을 이용하여 게임 콘텐츠의 유기적 생태계를 구축하는 방법을 제안한다. 블록체인 기술을 바탕으로 모든 게임 플레이어는 Non-Fungible Token (NFT)으로 보호되는 독자적인 게임 캐릭터를 생성 및 관리할 수 있다. 또한 각 게임 캐릭터는 캐릭터의 고유 성질을 나타내는 유전 정보로 정의되며, 유전 알고리즘에 의하여 새로운 캐릭터가 생성되도록 함으로써 게임 캐릭터들의 유기적 생태계가 구축될 수 있다. 제안한 기술을 바탕으로 한 경영 시뮬레이션 웹 게임인 Cryptoy 를 개발하였고, 이를 통해서 제안한 기술의 안전성 및 정확성을 분석하였다.