• Title/Summary/Keyword: Game Pattern

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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.

An analysis on 'Game Activities' in Elementary mathematics Textbooks Based on the 2015 Curriculum (2015 개정 교과서의 '놀이수학'에 대한 실태 분석)

  • Lee, Jae-Gwan;Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.21 no.3
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    • pp.267-285
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    • 2018
  • The purpose of this thesis is to analyze and compare 'Game Activities' of elementary mathematics textbooks developed in the national curriculum revised in 2015, and to find suggestions to improve 'Game Activities' of the textbooks based on the results. The main results of this study are as follows. First, as for materials, various types of materials were used in 'Game Activities'. Also, more various materials were included in 2nd grade textbooks and 1st, 2nd grade teacher's guidebooks than 1st grade textbooks. Second, this study analyzed the patterns of organization. The result showed that group and pair activities accounted for the highest rate among other patterns of organizations. Textbooks should include more pattern types of organizations that teachers could use them properly according to numbers of students in classes. For the 'Game Activities', students need to understand basic concepts of the chapter first. Students with lower levels would have difficulty participating in the 'Game Activities'. Thus, there is a need to include activities for students with lower levels in teachers' guidebooks, reflecting a variety of students levels.

Design and Implementation of the Survival Game API Using Dependency Injection (의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현)

  • InKyu Park;GyooSeok Choi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.183-188
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    • 2023
  • Game object inheritance and multiple components allow for visualization of system architecture, good code reuse, and fast prototyping. On the other hand, objects are more likely to rely on high latency between game objects and components, static casts, and lots of references to things like null pointers. Therefore, It is important to design a game in such a way so that the dependency of objects on multiple classes could be reduced and existing codes could be reused. Therefore, we designed the game to make the classes more modular by applying Dependency Injection and the design patterns proposed by the Gang of Four. Since these dependencies are attributes of the game object and the injection occurs only in the initialization pass, there is little performance degradation or performance penalty in the game loop. Therefore, this paper proposed an efficient design method to effectively reuse APIs in the design and implementation of survival games.

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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Texture Cache with Automatical Index Splitting Based on Texture Size (텍스처의 크기에 따라 인덱스를 자동 분할하는 텍스처 캐시)

  • Kim, Jin-Woo;Park, Young-Jin;Kim, Young-Sik;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.57-68
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    • 2008
  • Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.

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A Design and Implementation of Tetris Came System according to Score Calculation Method per Level (단계별 점수산출방식에 따른 테트리스 게임 시스템 설계 및 구현)

  • Lim Jong-Hyuk;Jeong Hwa-Young
    • Journal of Internet Computing and Services
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    • v.6 no.2
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    • pp.85-97
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    • 2005
  • At th first time in 1985, Tetris appeared, it became game that are loved to many users until now. Existent Tetris employed way to give score according to number of that is destroyed whenever line are destroyed, and give advantage about serial attack and so on, But, these score calculation method gave so fixed and simple pattern. In this paper, We design and implement the new tetris game System by score calculation method per level that Is different with existent method. That Is, this method is to compare present and before with number of destroyed line and give advantage in basis score, Also, It is going to permit strategic utilization of still more developed tetris than existent tetris using score calculation method per level.

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Online Recognition of Handwritten Korean and English Characters

  • Ma, Ming;Park, Dong-Won;Kim, Soo Kyun;An, Syungog
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.653-668
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    • 2012
  • In this study, an improved HMM based recognition model is proposed for online English and Korean handwritten characters. The pattern elements of the handwriting model are sub character strokes and ligatures. To deal with the problem of handwriting style variations, a modified Hierarchical Clustering approach is introduced to partition different writing styles into several classes. For each of the English letters and each primitive grapheme in Korean characters, one HMM that models the temporal and spatial variability of the handwriting is constructed based on each class. Then the HMMs of Korean graphemes are concatenated to form the Korean character models. The recognition of handwritten characters is implemented by a modified level building algorithm, which incorporates the Korean character combination rules within the efficient network search procedure. Due to the limitation of the HMM based method, a post-processing procedure that takes the global and structural features into account is proposed. Experiments showed that the proposed recognition system achieved a high writer independent recognition rate on unconstrained samples of both English and Korean characters. The comparison with other schemes of HMM-based recognition was also performed to evaluate the system.

Optimal Energy Consumption Scheduling in Smart-Grid Considering Storage Appliance : A Game-Theoretic Approach (스마트 그리드에 있어서 저장 장치를 고려한 최적 에너지 소비 스케줄링 : 게임 이론적 접근)

  • Yeo, Sangmin;Lee, Deok-Joo;Kim, Taegu;Oh, Hyung-Sik
    • Journal of Korean Institute of Industrial Engineers
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    • v.41 no.5
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    • pp.414-424
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    • 2015
  • In this research, we consider a smart grid network of electricity with multiple consumers connected to a monopolistic provider. Each consumer can be informed the real time price changes through the smart meter and updates his consumption schedule to minimize the energy consumption expenditures by which the required power demand should be satisfied under the given real time pricing scheme. This real-time decision making problem has been recently studied through game-theoretic approach. The present paper contributes to the existing literature by incorporating storage appliance into the set of available household appliances which has somewhat distinctive functions compared to other types of appliances and would be regarded to play a significant role in energy consumption scheduling for the future smart grid. We propose a game-theoretic algorithm which could draw the optimal energy consumption scheduling for each household appliances including storage. Results on simulation data showed that the storage contributed to increase the efficiency of energy consumption pattern in the viewpoint of not only individual consumer but also whole system.

Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.585-600
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    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.51-60
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    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.