• Title/Summary/Keyword: Game Algorithm

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Algorithm to Improve Accuracy of Location Estimation for AR Games (AR 게임을 위한 위치추정 정확도 향상 알고리즘)

  • Han, Seo Woo;Suh, Doug Young
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.32-40
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    • 2019
  • Indoor location estimation studies are needed in various fields. The method of estimating the indoor position can be divided into a method using hardware and a method using no hardware. The use of hardware is more accurate, but has the disadvantage of hardware installation costs. Conversely, the non-hardware method is not costly, but it is less accurate. To estimate the location for AR game, you need to get the solution of the Perspective-N-Point (PnP). To obtain the PnP problem, we need three-dimensional coordinates of the space in which we want to estimate the position and images taken in that space. The position can be estimated through six pairs of two-dimensional coordinates matching the three-dimensional coordinates. To further increase the accuracy of the solution, we proposed the use of an additional non-coplanarity degree to determine which points would increase accuracy. As the non-coplanarity degree increases, the accuracy of the position estimation becomes higher. The advantage of the proposed method is that it can be applied to all existing location estimation methods and that it has higher accuracy than hardware estimation.

Puzzle Rule Algorithm of Euler Square Game (오일러 방진 게임 퍼즐 규칙 알고리즘)

  • Lee, Sang-Un
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.23-28
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    • 2021
  • This paper finds the regular pattern of n = [3, ∞] for Euler square game related with n = 6(6×6=36) thirty-six officer problem that is still unsolved problem. The solution of this problem is exists for n = [3, 10] without n = 6. Also, previous researchers finds the random assigned solution for specific number using computer programming. Therefore, the solution of n = [11, ∞] Euler squares are unsolved problem because of anything but easy. This paper attempts to find generalized patterns for domains that have been extended to n = [3, ∞], while existing studies have been limited to n = [3, 10]. This paper classify the n = [3, ∞] into n = odd, 4k even, 4k+2 even of three classes. Then we find the simple regular pattern solution for n = odd and 4k even(n/2 = even). But we can't find the regular pattern for 4k+2 even(n/2 = odd).

Development of Fast Posture Classification System for Table Tennis Robot (탁구 로봇을 위한 빠른 자세 분류 시스템 개발)

  • Jin, Seongho;Kwon, Yongwoo;Kim, Yoonjeong;Park, Miyoung;An, Jaehoon;Kang, Hosun;Choi, Jiwook;Lee, Inho
    • The Journal of Korea Robotics Society
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    • v.17 no.4
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    • pp.463-476
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    • 2022
  • In this paper, we propose a table tennis posture classification system using a cooperative robot to develop a table tennis robot that can be trained like a real game. The most ideal table tennis robot would be a robot with a high joint driving speed and a high degree of freedom. Therefore, in this paper, we intend to use a cooperative robot with sufficient degrees of freedom to develop a robot that can be trained like a real game. However, cooperative robots have the disadvantage of slow joint driving speed. These shortcomings are expected to be overcome through quick recognition. Therefore, in this paper, we try to quickly classify the opponent's posture to overcome the slow joint driving speed. To this end, learning about dynamic postures was conducted using image data as input, and finally, three classification models were created and comparative experiments and evaluations were performed on the designated dynamic postures. In conclusion, comparative experimental data demonstrate the highest classification accuracy and fastest classification speed in classification models using MLP (Multi-Layer Perceptron), and thus demonstrate the validity of the proposed algorithm.

Efficient State Space Generation for Guaranteeing a Natural-Looking Path for NPCs (NPC의 자연스러운 이동경로를 보장하는 효율적인 상태공간의 생성)

  • Yu, Kyeon-Ah
    • Journal of KIISE:Software and Applications
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    • v.34 no.4
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    • pp.368-376
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    • 2007
  • How to represent the search space is as important as which search algorithm to use for finding natural-looking paths for moving NPC (non-player character) in computer games. Recently, various state space representation methods which have been developed for computer games are being used while A* algorithm dominates as the preferred search algorithm. These representation methods show some drawbacks such as the size of state space is too large, there is no guarantee for optimality, the path found is not natural-looking, and the generation of nodes and links is not automatic by depending on a level designer. In this paper the requirements for natural-looking paths are introduced and to find paths satisfying these requirements, the use of the generalized visibility graphs which is the extended version of the visibility graph in Robotics is proposed.

Vowel Classification of Imagined Speech in an Electroencephalogram using the Deep Belief Network (Deep Belief Network를 이용한 뇌파의 음성 상상 모음 분류)

  • Lee, Tae-Ju;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.1
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    • pp.59-64
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    • 2015
  • In this paper, we found the usefulness of the deep belief network (DBN) in the fields of brain-computer interface (BCI), especially in relation to imagined speech. In recent years, the growth of interest in the BCI field has led to the development of a number of useful applications, such as robot control, game interfaces, exoskeleton limbs, and so on. However, while imagined speech, which could be used for communication or military purpose devices, is one of the most exciting BCI applications, there are some problems in implementing the system. In the previous paper, we already handled some of the issues of imagined speech when using the International Phonetic Alphabet (IPA), although it required complementation for multi class classification problems. In view of this point, this paper could provide a suitable solution for vowel classification for imagined speech. We used the DBN algorithm, which is known as a deep learning algorithm for multi-class vowel classification, and selected four vowel pronunciations:, /a/, /i/, /o/, /u/ from IPA. For the experiment, we obtained the required 32 channel raw electroencephalogram (EEG) data from three male subjects, and electrodes were placed on the scalp of the frontal lobe and both temporal lobes which are related to thinking and verbal function. Eigenvalues of the covariance matrix of the EEG data were used as the feature vector of each vowel. In the analysis, we provided the classification results of the back propagation artificial neural network (BP-ANN) for making a comparison with DBN. As a result, the classification results from the BP-ANN were 52.04%, and the DBN was 87.96%. This means the DBN showed 35.92% better classification results in multi class imagined speech classification. In addition, the DBN spent much less time in whole computation time. In conclusion, the DBN algorithm is efficient in BCI system implementation.

Transit Frequency Optimization with Variable Demand Considering Transfer Delay (환승지체 및 가변수요를 고려한 대중교통 운행빈도 모형 개발)

  • Yu, Gyeong-Sang;Kim, Dong-Gyu;Jeon, Gyeong-Su
    • Journal of Korean Society of Transportation
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    • v.27 no.6
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    • pp.147-156
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    • 2009
  • We present a methodology for modeling and solving the transit frequency design problem with variable demand. The problem is described as a bi-level model based on a non-cooperative Stackelberg game. The upper-level operator problem is formulated as a non-linear optimization model to minimize net cost, which includes operating cost, travel cost and revenue, with fleet size and frequency constraints. The lower-level user problem is formulated as a capacity-constrained stochastic user equilibrium assignment model with variable demand, considering transfer delay between transit lines. An efficient algorithm is also presented for solving the proposed model. The upper-level model is solved by a gradient projection method, and the lower-level model is solved by an existing iterative balancing method. An application of the proposed model and algorithm is presented using a small test network. The results of this application show that the proposed algorithm converges well to an optimal point. The methodology of this study is expected to contribute to form a theoretical basis for diagnosing the problems of current transit systems and for improving its operational efficiency to increase the demand as well as the level of service.

Additive Noise Reduction Algorithm for Mass Spectrum Analyzer (질량 스펙트럼 분석기를 위한 부가잡음제거 알고리즘)

  • Choi, Hun;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.1
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    • pp.33-39
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    • 2018
  • An additive noise reduction algorithm for a mass spectrum analyzer is proposed. From the measured ion signal, we first used an estimated threshold from the mode of the measured signal to eliminate background noises with the white Gaussian characteristics. Also, a signal block corresponding to each mass index is constructed to perform a second order curve fitting and a linear approximation to signal block. In this process, the effective signal block composed of only the ion signal can be reconstructed by removing the impulsive noises and the sample signals which are insufficient to be viewed as normal ion signals. By performing curve fitting on the effective signal block, the noise-free mass spectrum can be obtained. To evaluate the performance of the proposed method, a simulation was performed using the signals acquired from the development equipment. Simulation results show the validity of the threshold setting from the mode and the superiority of the proposed curve fitting and linear approximation based noise canceling algorithm.

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.4
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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A Software Method for Improving the Performance of Real-time Rendering of 3D Games (3D 게임의 실시간 렌더링 속도 향상을 위한 소프트웨어적 기법)

  • Whang, Suk-Min;Sung, Mee-Young;You, Yong-Hee;Kim, Nam-Joong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.55-61
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    • 2006
  • Graphics rendering pipeline (application, geometry, and rasterizer) is the core of real-time graphics which is the most important functionality for computer games. Usually this rendering process is completed by both the CPU and the GPU, and a bottleneck can be located either in the CPU or the GPU. This paper focuses on reducing the bottleneck between the CPU and the GPU. We are proposing a method for improving the performance of parallel processing for real-time graphics rendering by separating the CPU operations (usually performed using a thread) into two parts: pure CPU operations and operations related to the GPU, and let them operate in parallel. This allows for maximizing the parallelism in processing the communication between the CPU and the GPU. Some experiments lead us to confirm that our method proposed in this paper can allow for faster graphics rendering. In addition to our method of using a dedicated thread for GPU related operations, we are also proposing an algorithm for balancing the graphics pipeline using the idle time due to the bottleneck. We have implemented the two methods proposed in this paper in our networked 3D game engine and verified that our methods are effective in real systems.

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Unlicensed Band Traffic and Fairness Maximization Approach Based on Rate-Splitting Multiple Access (전송률 분할 다중 접속 기술을 활용한 비면허 대역의 트래픽과 공정성 최대화 기법)

  • Jeon Zang Woo;Kim Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.10
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    • pp.299-308
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    • 2023
  • As the spectrum shortage problem has accelerated by the emergence of various services, New Radio-Unlicensed (NR-U) has appeared, allowing users who communicated in licensed bands to communicate in unlicensed bands. However, NR-U network users reduce the performance of Wi-Fi network users who communicate in the same unlicensed band. In this paper, we aim to simultaneously maximize the fairness and throughput of the unlicensed band, where the NR-U network users and the WiFi network users coexist. First, we propose an optimal power allocation scheme based on Monte Carlo Policy Gradient of reinforcement learning to maximize the sum of rates of NR-U networks utilizing rate-splitting multiple access in unlicensed bands. Then, we propose a channel occupancy time division algorithm based on sequential Raiffa bargaining solution of game theory that can simultaneously maximize system throughput and fairness for the coexistence of NR-U and WiFi networks in the same unlicensed band. Simulation results show that the rate splitting multiple access shows better performance than the conventional multiple access technology by comparing the sum-rate when the result value is finally converged under the same transmission power. In addition, we compare the data transfer amount and fairness of NR-U network users, WiFi network users, and total system, and prove that the channel occupancy time division algorithm based on sequential Raiffa bargaining solution of this paper satisfies throughput and fairness at the same time than other algorithms.