• Title/Summary/Keyword: Game Programming

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Balancedness of generalized fractional domination games (일반화된 분수 지배게임에 대한 균형성)

  • Kim, Hye-Kyung;Park, Jun-Pyo
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.1
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    • pp.49-55
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    • 2009
  • A cooperative game often arises from domination problem on graphs and the core in a cooperative game could be the optimal solution of a linear programming of a given game. In this paper, we define a {k}-fractional domination game which is a specific type of fractional domination games and find the core of a {k}-fractional domination game. Moreover, we may investigate the balancedness of a {k}-fractional domination game using a concept of a linear programming and duality. We also conjecture the concavity for {k}-fractional dominations game which is important problem to find the elements of the core.

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A Case Study on Running a Game-based Programming Class for Lower Grades (저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.151-157
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    • 2024
  • Most of the existing game-based education programmes for lower grades are simple block-coding studies, and there is a lack of examples of programming-intensive classes. In this study, we implemented a Minecraft-based Python coding fundamentals class for 3 classes at a local elementary school during a 2-week school holiday. The learning programme was reorganised from the standard learning programme on the official website, such as building quests through LAN-PARTY and self-scripting in-game, to improve class interest and motivation. In addition, we analysed the satisfaction and preferences of the class topics through a survey, and obtained meaningful results for future educational program development. This study is significant as a basic research for the design and development of game-based educational programmes for all age groups.

Design of Rollover Prevention Controller Using Game-Theoretic Approach (미분게임 이론을 이용한 차량 전복 방지 제어기 설계)

  • Yim, Seongjin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.11
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    • pp.1429-1436
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    • 2013
  • This study presents an approach for designing a vehicle rollover prevention controller using differential game theory and multi-level programming. The rollover prevention problem can be modeled as a non-cooperative zero-sum two-player differential game. A controller as an equilibrium solution of the differential game guarantees the worst-case performance against every possible steering input. To obtain an equilibrium solution to the differential game with a small amount of computational effort, a multi-level programming approach with a relaxation procedure is used. To cope with the loss of maneuverability caused by the active suspension, an electronic stability program (ESP) is adopted. Through simulations, the proposed method is shown to be effective in obtaining an equilibrium solution of the differential game.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

LINEAR PROGRAMMING APPROACH IN COOPERATIVE GAMES

  • Victor V.Zakharov;Kwon, O-Hun
    • Journal of the Korean Mathematical Society
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    • v.34 no.2
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    • pp.469-481
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    • 1997
  • In this paper we consider TU-cooperative games in the form of characteristic function. We notice that if one uses the necessary and sufficient condition for the core to be not empty in a dual form, it may be used for selecting the final outcome in the core. Using the linear programming approach for constructing the subcore, which is a subset of the core, we represent it in a simple form. We consider reduced games due to Davis-Mashler, Moulin and Funaki and formulate the sufficient conditions for the subcore to be S-consistent.

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Applicability Analysis of Formal Methods for Game Software (게임 소프트웨어를 위한 정형기법의 적용성 분석)

  • Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.52-58
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    • 2007
  • The game software development involves planning, programming and graphics. Between planning and programming, software analysis and design is essential and plays the role of a bridge. This article analyzes, for game software, the applicability of formal methods, which are widely used in general software engineering fields. Since the effective communication between game planners and game developers is crucial, appropriate application of formal methods give us a lot of benefits in view of development cost and software quality.

Using the Physics engine to collision detection of 3D Game Object (물리 엔진을 이용한 3차원 게임 객체의 충돌 처리)

  • Kang, Jung-Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.711-712
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    • 2009
  • This paper proposes the collision detection of objects of variety how to implement method and corresponding problems in 3D game engine. Specially, I propose the algorithm using a game engine technique to produce 3D game contents.

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Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

Game Planning and Development IDE based on Script (스크립트 기반의 게임 기획 및 개발을 위한 통합 개발 환경)

  • Lee Don-Yang;Park Wee-Joon;Choi Han-Yong
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.133-140
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    • 2005
  • It is important matter to develop game that language should consider improving game development environment. It is hardly any language that is designed to develop a game. Most developer used general purpose programming language in these situations, and directly modeling with engine. For this reasons, developers cannot easily develop games and must programming on engine level. It is hard to develop a game in this environment that was not able to understand an engine well. Moreover, developer and planner want to use an abstracted high-level language on planner phase and are going to easily develop a game. It was not have communication tool between developer and planner. Therefore, we defined a script language for modeling based on abstract engine level. In addition, we did build IDE to develop game using abstracted high-level language. It was able to develop a game on high-speed development environment. Therefore, developer does not must develop with engine phase but can develop a game with planners. In addition, game planner and developer can use a communication tool because it is able to develop skeleton game.

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Dynamic Programming Algorithm Path-finding for Applying Game (게임 적용을 위한 Dynamic Programming 알고리즘 길찾기)

  • Lee, Se-Il
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.213-219
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    • 2005
  • In order to move NPC's to target location at game maps, various algorithm including A* has been used. The most frequently used algorithm among them is A* with fast finding speed. But A* has the following problems. The first problem is that at randomly changing map, it is necessary to calculate all things again whenever there are any changes. And when calculation is wrong, it is not possible to search for target. The second problem is that it is difficult to move avoiding dangerous locations damaging NPC such as an obstruction. Although it is possible to avoid moving to locations with high weight by giving weight to dangerous factors. it is difficult to control in case NPC moves nearby dangerous factors. In order to solve such problems, in this thesis, the researcher applied Dynamic Programming to path-finding algorithm. As the result of its application, the researcher could confirm that the programming was suitable for changes at the map with random change and NPC's avoided the factors being dangerous to them far away. In addition. when compared to A*, there were good results.

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