• Title/Summary/Keyword: Game balance design

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Design a Platform for Balancing Mutual Values between Objects (객체들 간의 상호 가치 균형을 위한 플랫폼 설계)

  • Kim, Bong-Han
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.241-248
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    • 2017
  • There are various problems in the process of developing the game. Especially, there is a lot of problems in testing the balance of the value of each object. This causes problems such as an increase in development cost and a delay in development time. Therefore, if there is a tool or simulator that can test the mutual value balance of each object in advance, this problem can be solved. However, currently there are few simulators, tools, and platforms that can analyze and evaluate the mutual value balance between these objects. In this paper, I designed a platform to evaluate and test the mutual value balance between these objects based on mock battle. The designed platform tests and evaluates the abilities of each object according to their attack and defense strengths. So, this reduces development costs and shortens development time.

Design of VML-based Game System for Dynamic Load Balancing (동적 부하 분산을 위한 VML 기반 게임 시스템 설계)

  • Lee, Jeong-Jin;Won, Dong-Kee;Hwang, Ho-Jeon;Doo, Gil-Su;Kim, Beob-Kyun;An, Dong-Un;Chung, Seung-Jong
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.303-305
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    • 2005
  • In MMORPG, gamers can engage in a variety of activities with other players from all over the world. So, this kind of games has unprecedented heavy load. There are so many kind of method to balance the load of MMORPG. But. many of them are not adaptable to dynamic load variation. In this paper, we propose a dynamic map-partition method based on VML. By use of dynamic map-partition based on VML, we can easily adapt to dynamic load variation. And by changing VML. we can manage field servers within game system.

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Measuring gameplay similarity between human and reinforcement learning artificial intelligence (사람과 강화학습 인공지능의 게임플레이 유사도 측정)

  • Heo, Min-Gu;Park, Chang-Hoon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.63-74
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    • 2020
  • Recently, research on automating game tests using artificial intelligence agents instead of humans is attracting attention. This paper aims to collect play data from human and artificial intelligence and analyze their similarity as a preliminary study for game balancing automation. At this time, constraints were added at the learning stage in order to create artificial intelligence that can play similar to humans. Play datas obtained 14 people and 60 artificial intelligence by playing Flippy bird games 10 times each. The collected datas compared and analyzed for movement trajectory, action position, and dead position using the cosine similarity method. As a result of the analysis, an artificial intelligence agent with a similarity of 0.9 or more with humans was found.

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Customized Heath Care Game Contents Design (사용자 맞춤형 헬스케어 게임콘텐츠 설계)

  • Yoon, Seon Jeong;Yi, Yong Tag
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.129-130
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    • 2016
  • 본 연구는 재미있고 건강한 삶을 추구하는 현대인들이 누구나 즐길 수 있고 재활운동까지 가능하도록 간단한 소도구 운동기구와 결합된 이용자 맞춤형 리듬게임 콘텐츠를 설계한 것이다. 본 시스템은 센서가 부착된 소도구 운동기구와의 인터랙티브를 통해 사용자의 건강상태를 점검할 수 있는 사용자 분석용 콘텐츠와 사용자 건강 상태별로 운동 목표 설정, 종류, 난이도 등의 선별 기능으로 운동 효과를 극대화 할 수 있게 설계되었다. 또한 콘텐츠에 따른 음악, 동작 등의 다양화, 플레이 결과에 따른 점수(확장형의 경우 N/W 에 의한 플레이어 상호간 경쟁유도) 등으로 이용자에게 몰입과 재미를 제공하도록 설계하였다.

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Fuzzy Based Selection Technique for Character Action in Came Balancing (Game Balancing에서 Fuzzy를 이용한 캐릭터 액션 선택)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.81-88
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    • 2008
  • In the game balancing. it is so difficult to choose suitable arms among various actions, or arms and to accurately calculate to which level we adjust the balance. The fuzzy method can be properly used in a particular environment which cannot be correctly processed in mathematics or in lessening the time-consuming problems during the accurate number crunching. Because a variety of actions, relations with opponents. previous battle experiences etc. are not easy to be reflected in every occasion, the fuzzy method could be useful in these cases. When the balancing is needed. the data which have been played to that Point are processed by the fuzzy function and calculated to adapt intensity to each action. The ability of characters is regulated in this process. To demonstrate the efficiency of this method. I would like to make clear the excellence of fuzzy method through the following five experiments; a case with invariable ability adjustment, a case adjusted by a randomly chosen action, a case with the strongest weapon selection. a case with the weakest weapon selection and a case with the fuzzy method application.

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Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.