• 제목/요약/키워드: Game Player

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Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

A Study on Evaluation Method of Mixed Nash Equilibria by Using the Cournot Model for N-Genco. in Wholesale Electricity Market (도매전력시장에서 N명 발전사업자의 꾸르노 모델을 이용한 혼합 내쉬 균형점 도출 방법론 개발 연구)

  • Lim, Jung-Youl;Lee, Ki-Song;Yang, Kwang-Min;Park, Jong-Bae;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 2003.07a
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    • pp.639-642
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    • 2003
  • This paper presents a method for evaluating the mixed nash equilibria of the Cournot model for N-Gencos. in wholesale electricity market. In the wholesale electricity market, the strategies of N-Genco. can be applied to the game model under the conditions which the Gencos. determine their stratgies to maximize their benefit. Generally, the Lemke algorithm is evaluated the mixed nash equlibria in the two-player game model. However, the necessary condition for the mixed equlibria of N-player are modified as the necessary condition of N-1 player by analyzing the Lemke algorithms. Although reducing the necessary condition for N-player as the one of N-1 player, it is difficult to and the mixed nash equilibria participated two more players by using the mathmatical approaches since those have the nonlinear characteristics. To overcome the above problem, this paper presents the generalized necessary condition for N-player and proposed the object function to and the mixed nash equlibrium. Also, to evaluate the mixed equilibrium through the nonlinear objective function, the Particle Swarm Optimization (PSO) as one of the heuristic algorithm are proposed in this paper. To present the mixed equlibria for the strategy of N-Gencos. through the proposed necessry condition and the evaluation approach, this paper proposes the mixed equilibrium in the cournot game model for 3-players.

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A Serious Game Design and Prototype Development for Rehabilitation using KINECT Tools (KINECT를 활용한 재활 치료용 기능성 게임 개발)

  • Chae, Young Soog
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.248-256
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    • 2014
  • This paper designs a serious game for rehabilitation of patients with body pains because they sit down for a long time in the same position, or less physical movement. Activity-based game induces to player improvements in physical exercise with fun elements of the game through entertainment to help the body function and substantially increases the player's commitment during challenging goal. This research is a game design that combines the treatment of color and movement of body to the rhythm of the music. We constructed with XNA Game Studio and KINECT interface with gesture recognition technology. We need to research of evaluation system and test for the actual effect of the treatment and advanced functions of game playes like adding various musics and variety of motion.

Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

Investigation on the 12 Phases of Hero's Journey in RCT3 Game Story (RCT3 게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계)

  • Roh Chang-Hyun;Lee Wan-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.64-69
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    • 2005
  • Recently, grafting of a story into a game has attracted ever increasing attention. In this study, the 12 phases of Hero's Journey by Joseph Campbell highlighted in movies and myths was analysed from a point of Christoper Vogler to be correlated with a game. Since a story-teller Is a player in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. As the game, a construction/management simulation game, RCT3 produced by Atari was studied. The 12 phases of Campbell was applicable to game story.

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Investigation on 12 Phases of Hero's Journey in RCT3 Game Story (게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계 분석)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.104-109
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    • 2006
  • Recently, embedding method of a story into a game has gathered much attention than ever. In this study, the 12 phases of Hero's Journey, which was suggested by Joseph Campbell and was highlighted in the area of movies and myths, has been analysed at a point of Christoper Vogler. Since a gamer is not just only a player but also a story-teller in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. The game RCT3, a construction/management simulation game ,produced by Atari, was studied. The 12 phases of Campbell was applicable to game story.

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Visualization System for Player's Sequential Forms at Sports Broadcasting

  • Lee, Sang-Gil;Nobuyuki-Yagi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.88-93
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    • 1996
  • We developed a visualization system for sports broadcasting that informs TV viewers of a sports player's sequential performing forms and locus in detail when gymnastic game such as‘vault’is broadcasted. It records the corresponding frames while a player is performing, extracts only the player's performing forms from background scenes by a proposed algorithm, superposes them sequentially on a background scene, and broadcasts them with slow speed. This system named as‘Multi-Motion’has ever been used in NHK live broadcasting for 1995 World Gymnastics Championships held in Japan.

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An Analysis of Player Types using Data Clustering in Gamification (데이터 클러스터링을 활용한 게이미피케이션 환경에서의 플레이어 유형 분석)

  • Park, Sungjin;Kang, Bumsoo;Kim, Sungsoo;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.77-88
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    • 2017
  • The purpose of this study is to compare existing player type theories using data clustering. For the study, 235 result data of the gamified class in second semester of A university at 2016 used. This study applied K-means and Silhouette to decide the appropriate number of clusters. The player types applied in this study are Bartle's 2-D and 3-D player types, Ferro's five types, and BrainHex. According to the results, Bartle's 2D player type was found to be the best in perspective of data clustering. This study also analyzed the distribution of characteristics for each player types. The results of this study are expected to have an impact on player analysis, which is used in the application of gamification or in the development process.

Dynamic Adjustment of Noncooperative Games Where Informations are Given at Discrete Time Intervals

  • Oh, Hyungjae
    • Journal of the Korean Operations Research and Management Science Society
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    • v.15 no.2
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    • pp.71-83
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    • 1990
  • This paper concerns the analyses of dynamic adjustments in noncooperative games where the market informations are given at discrete time intervals. During the game period, the market informations are given at discrete time intervals. During the game period, the inventories initially stored by players are to be released one day based to the completely competitive market so as to maximize each player's revenue, where players' parameters are unknown one another. Game results have shown that the continuous dynamic adjustment does not necessarily assure the better revenue, and if a player thinks that his parameter is underestimated by hig opponent, then he is better overestimate his opponent's parameter.

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A Study on Types and Limitations of Control Systems in Computer Game Artificial Intelligence (게임 인공지능 기술의 제어 시스템 유형 및 문제점 연구)

  • Yu, Sun-Joon
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.35-40
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    • 2006
  • Game AI(Artificial Intelligence) technologies implement the movement of autonomous characters and control the movement of Non-Player Characters(NPC). In this paper, we present several types of game AI control systems such as Movement Scripts, FSM(Finite State Machines), Hierarchical State Machines, fuzzy State Machines, and Pathfinding techniques and their limitations.

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