• Title/Summary/Keyword: Game Strategy

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A study on Portable Game's Storytelling based on humor (유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 -닌텐도 DS Lite 타이틀을 중심으로-)

  • Jung, Da-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1272-1278
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    • 2009
  • Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people.

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Analyzing the Evolutionary Stability for Behavior Strategies in Reverse Supply Chain

  • Tomita, Daijiro;Kusukawa, Etsuko
    • Industrial Engineering and Management Systems
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    • v.14 no.1
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    • pp.44-57
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    • 2015
  • In recent years, for the purpose of solving the problem regarding environment protection and resource saving, certain measures and policies have been promoted to establish a reverse supply chains (RSCs) with material flows from collection of used products to reuse the recycled parts in production of products. It is necessary to analyze behaviors of RSC members to determine the optimal operation. This paper discusses a RSC with a retailer and a manufacturer and verifies the behavior strategies of RSC members which may change over time in response to changes parameters related to the recycling promotion activity in RSC. A retailer takes two behaviors: cooperation/non-cooperation in recycling promotion activity. A manufacturer takes two behaviors: monitoring/non-monitoring of behaviors of the retailer. Evolutionary game theory combining the evolutionary theory of Darwin with game theory is adopted to clarify analytically evolutionary outcomes driven by a change in each behavior of RSC members over time. The evolutionary stable strategies (ESSs) for RSC members' behaviors are derived by using the replicator dynamics. The analysis numerically demonstrates how parameters of the recycling promotion activity: (i) sale promotion cost, (ii) monitoring cost, (iii) compensation and (iv) penalty cost affect the judgment of ESSs of behaviors of RSC members.

Incentive Mechanism in Participatory Sensing for Ambient Assisted Living

  • Yao, Hu;Muqing, Wu;Tianze, Li
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.159-177
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    • 2018
  • Participatory sensing is becoming popular and has shown its great potential in data acquisition for ambient assisted living. In this paper, we propose an incentive mechanism in participatory sensing for ambient assisted living, which benefits both the platform and the mobile devices that participated in the sensing task. Firstly, we analyze the profit of participant and platform, and a Stackelberg game model is formulated. The model takes privacy, reputation, power state and quality of data into consideration, and aims at maximizing the profit for both participant and publisher. The discussion of properties of the game show that there exists an unique Stackelberg equilibrium. Secondly, two algorithms are given: one describes how to reach the Stackelberg equilibrium and the other presents the procedures of employing the incentive strategy. Finally, we conduct simulations to evaluate the properties and effectiveness of the proposed mechanism. Simulation results show that the proposed incentive mechanism works well, and the participants and the publisher will be benefitted from it. With the mechanism, the total amount of sensory data can be maximized and the quality of the data can be guaranteed effectively.

The Effect of Uncertain Information on Supply Chain Performance in a Beer Distribution Game-A Case of Meterological Forecast Information (불확실성 정보가 맥주배송게임 기반의 공급사슬 수행도에 미치는 영향 평가 : 기상정보 사례를 중심으로)

  • Lee, Ki-Kwang;Kim, In-Gyum;Ko, Kwang-Kun
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.139-158
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    • 2007
  • Information sharing is key to effective supply chain management. In reality, however, it is impossible to get perfect information. Accordingly, only uncertain information can be accessed in business environment, and thus it is important to deal with the uncertainties of information in managing supply chains. This study adopts meteorological forecast as a typical uncertain information. The meteorological events may affect the demands for various weather-sensitive goods, such as beer, ices, clothes, electricity etc. In this study, a beer distribution game is modified by introducing meterological forecast information provided in a probabilistic format. The behavior patterns of the modified beer supply chains are investigated. for two conditions using the weather forecast with or without an information sharing. A value score is introduced to generalize the well-known performance measures employed in the study of supply chains, i.e.. inventory, backlog, and deviation of orders. The simulation result showed that meterological forecast information used in an information sharing environment was more effective than without information sharing, which emphasizes the synergy of uncertain information added to the information sharing environment.

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Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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A Hierarchical Graph Structure and Operations for Real-time A* Path finding and Dynamic Graph Problem (실시간 A* 길 찾기와 동적 그래프 문제를 위한 계층적 그래프 구조와 연산자)

  • Kim, Tae-Won;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.55-64
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    • 2004
  • A dynamic graph is suitable for representing and managing dynamic changable obstacles or terrain information in 2D/3D games such as RPG and Strategy Simulation Games. We propose a dynamic hierarchical graph model with fixed level to perform a quick A* path finding. We divide a graph into subgraphs by using space classification and space model, and construct a hierarchical graph. And then we perform a quick path fading on the graph by using our dynamic graph operators. With our experiments we show that this graph model has efficient properties for finding path in a dynamic game environment.

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GT-PSO- An Approach For Energy Efficient Routing in WSN

  • Priyanka, R;Reddy, K. Satyanarayan
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.17-26
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    • 2022
  • Sensor Nodes play a major role to monitor and sense the variations in physical space in various real-time application scenarios. These nodes are powered by limited battery resources and replacing those resource is highly tedious task along with this it increases implementation cost. Thus, maintaining a good network lifespan is amongst the utmost important challenge in this field of WSN. Currently, energy efficient routing techniques are considered as promising solution to prolong the network lifespan where multi-hop communications are performed by identifying the most energy efficient path. However, the existing scheme suffer from performance related issues. To solve the issues of existing techniques, a novel hybrid technique by merging particle swarm optimization and game theory model is presented. The PSO helps to obtain the efficient number of cluster and Cluster Head selection whereas game theory aids in finding the best optimized path from source to destination by utilizing a path selection probability approach. This probability is obtained by using conditional probability to compute payoff for agents. When compared to current strategies, the experimental study demonstrates that the proposed GTPSO strategy outperforms them.

Optimal strategies for collective Parrondo games (집단 파론도 게임의 최적 전략)

  • Lee, Ji-Yeon
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.6
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    • pp.973-982
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    • 2009
  • Two losing games that can be combined, either by periodic alternation or by random mixture, to form a winning game are known as Parrondo games. We consider a collective version of Parrondo games in which players are allowed to choose the game to be played by the whole ensemble in each turn. In this paper, we analyze the long-range optimization strategy for all choices of the parameters and find the expected average profit in the steady state.

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Comparison and Analysis of Competition Strategies in Competitive Coevolutionary Algorithms (경쟁 공진화 알고리듬에서 경쟁전략들의 비교 분석)

  • Kim, Yeo Keun;Kim, Jae Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.28 no.1
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    • pp.87-98
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    • 2002
  • A competitive coevolutionary algorithm is a probabilistic search method that imitates coevolution process through evolutionary arms race. The algorithm has been used to solve adversarial problems. In the algorithms, the selection of competitors is needed to evaluate the fitness of an individual. The goal of this study is to compare and analyze several competition strategies in terms of solution quality, convergence speed, balance between competitive coevolving species, population diversity, etc. With two types of test-bed problems, game problems and solution-test problems, extensive experiments are carried out. In the game problems, sampling strategies based on fitness have a risk of providing bad solutions due to evolutionary unbalance between species. On the other hand, in the solution-test problems, evolutionary unbalance does not appear in any strategies and the strategies using information about competition results are efficient in solution quality. The experimental results indicate that the tournament competition can progress an evolutionary arms race and then is successful from the viewpoint of evolutionary computation.

Game Theoretic Analysis of the Direct Marketing Channel Strategy of a Manufacturer (게임이론을 이용한 제조업체의 직접마케팅 진입전략 분석)

  • Rhee, Min-Ho;Cho, Hyung-Rae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.3
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    • pp.168-177
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    • 2009
  • The proliferation of the internet and electronic commerce has given the manufacturers the opportunity of direct marketing. This study analyzes the decision of manufacturers regarding whether to sell the products through independent sales company or to sell the products to the consumer directly. To do this, a new demand function is proposed and sub and super games are modeled and analyzed based on the demand function. By analyzing the Nash equilibria, it is shown that the manufacturers' decision of direct or indirect marketing not only depends on the competitiveness between the products but the absolute and relative marketing capabilities of the manufacturers. It is also shown that, in some cases, the manufactures have incentive to rise the competitiveness between the products to maximize the channel profit.