• Title/Summary/Keyword: Intelligent Character

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Control of Intelligent Characters using Reinforcement Learning (강화학습을 이용한 지능형 게임캐릭터의 제어)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.91-97
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    • 2007
  • Game program had been classed by 3D or on-line game etc, and engine and game programming simply, But, game programmer's kind more classified new, Artifical Intelligence game programmer's role is important. This paper makes game character study and moved by intelligence using reinforcement learning algorithm. Fought with character enemy using developed game, Confirmed whether embodied game character is facile by intelligence, As result of an experiment, we know, studied character defends excellently than randomly moved character.

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Emotional Behavior Decision Model Based on Linear Dynamic System for Intelligent Service Robots (지능형 서비스 로봇을 위한 선형 동적 시스템 기반의 감정 기반 행동 결정 모델)

  • Ahn, Ho-Seok;Choi, Jin-Young
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.8
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    • pp.760-768
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    • 2007
  • This paper introduces an emotional behavior decision model based on linear system for intelligent service robots. An emotional model should make different behavior decisions according to the purpose of the robots. We propose an emotional behavior decision model which can change the character of intelligent service robots and make different behavior decisions although the situation and environment remain the same. We defined each emotional element such as reactive dynamics, internal dynamics, emotional dynamics, and behavior dynamics by state dynamic equations. The proposed system model is a linear dynamic system. If you want to add one external stimulus or behavior, you need to add just one dimensional vector to the matrix of external stimulus or behavior dynamics. The case of removing is same. The change of reactive dynamics, internal dynamics, emotional dynamics, and behavior dynamics also follows the same procedure. We implemented a cyber robot and an emotional head robot using 3D character for verifying the performance of the proposed emotional behavior decision model.

Documentation of Printed Hangul Images of the Selected Area by Finger Movement (손가락 이동에 의해 선택된 영역의 인쇄체 한글 영상 문서화)

  • Beak, Seung-Bok
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.4
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    • pp.306-310
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    • 2002
  • In this paper, we realized a system that converts the Korean alphabet (Hangul) images, which are in any domain that is formed by the finger movement on the Hangul document, to the editable characters and then outputs them to the word editor. The domain of hand is separated from the sphere of document in the pre-process step of image. The centroid point of hand is drawn by the maximum circular movement method. After the system recognizes the hand with the circular pattern vector algorithm, finds out the position of finger by the distance spectrum and then draws out the sphere of selected character image by the finger movement to divide the characters into character units by applying the histogram between the Hangul characters. We standardized the characters of various sizes. We used the circular pattern vector algorithm that grafts on the fuzzy inference to divert the character images of the domain, which user wants, to the editable characters by comparing the characteristic vectors between the standard pattern character and the inputted character and by recognizing the character.

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.66-72
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    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

An Implementation of Neural Networks Intelligent Characters for Fighting Action Games (대전 액션 게임을 위한 신경망 지능 캐릭터의 구현)

  • Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.383-389
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    • 2004
  • This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.

Character Segmentation using Side Profile Pattern (측면윤곽 패턴을 이용한 접합 문자 분할 연구)

  • Jung Minchul
    • Journal of Intelligence and Information Systems
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    • v.10 no.3
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    • pp.1-10
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    • 2004
  • In this paper, a new character segmentation algorithm of machine printed character recognition is proposed. The new approach of the proposed character segmentation algorithm overcomes the weak points of both feature-based approaches and recognition-based approaches in character segmentation. This paper defines side profiles of touching characters. The character segmentation algorithm gives a candidate single character in touching characters by side profiles, without any help of character recognizer. It segments touching characters and decides the candidate single character by side profiles. This paper also defines cutting cost, which makes the proposed character segmentation find an optimal segmenting path. The performance of the proposed character segmentation algorithm in this paper has been obtained using a real envelope reader system, which can recognize addresses in U.S. mail pieces and sort the mail pieces. 3359 mail pieces were tested. The improvement was from $68.92\%\;to\;80.08\%$ by the proposed character segmentation.

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A Study on the Recognition of an English Calling Card by using Contour Tracking Algorithm and Enhanced ART1 (윤곽선 추적 알고리즘과 개선된 ART1을 이용한 영문 명함 인식에 관한 연구)

  • 김광백;김철기;김정원
    • Journal of Intelligence and Information Systems
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    • v.8 no.2
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    • pp.105-115
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    • 2002
  • This paper proposed a recognition method of english calling card using both 4-directed contour tracking algorithm and enhanced ART1 algorithm. After we extract candidate character string region using horizontal smearing and 4-directed contour tracking method, we extract character string region through comparison of character region and non-character region using horizontal and vertical ratio and area in english calling card. In extracted character string region, we extract each character using horizontal smearing and contour tracking algorithm, and recognize each character by enhanced ART1 algorithm. The proposed ART1 algorithm is enhanced by dynamic control of similarity using fuzzy sum connective operator. The result indicate that the proposed method is superior in performance.

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Low-Quality Banknote Serial Number Recognition Based on Deep Neural Network

  • Jang, Unsoo;Suh, Kun Ha;Lee, Eui Chul
    • Journal of Information Processing Systems
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    • v.16 no.1
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    • pp.224-237
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    • 2020
  • Recognition of banknote serial number is one of the important functions for intelligent banknote counter implementation and can be used for various purposes. However, the previous character recognition method is limited to use due to the font type of the banknote serial number, the variation problem by the solid status, and the recognition speed issue. In this paper, we propose an aspect ratio based character region segmentation and a convolutional neural network (CNN) based banknote serial number recognition method. In order to detect the character region, the character area is determined based on the aspect ratio of each character in the serial number candidate area after the banknote area detection and de-skewing process is performed. Then, we designed and compared four types of CNN models and determined the best model for serial number recognition. Experimental results showed that the recognition accuracy of each character was 99.85%. In addition, it was confirmed that the recognition performance is improved as a result of performing data augmentation. The banknote used in the experiment is Indian rupee, which is badly soiled and the font of characters is unusual, therefore it can be regarded to have good performance. Recognition speed was also enough to run in real time on a device that counts 800 banknotes per minute.

Document Structure Understanding on Subjects Registration Table

  • Ito, Yuichi;Ohno, Masanaga;Tsuruoka, Shinji;Yoshikawa, Tomohiro;Tsuyoshi, Shinogi
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.571-574
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    • 2003
  • This research is aimed to automate the generating process of the database from paper based table forms like this work. The registration table has so complicate table structures, ana in this research we used the registration tables as an example of general table structure understanding. We propose a table structure understanding system for some table types, and it has some steps. The first step is that the document images on paper are read from the image scanner. The second step is that a document image segments into some tables. In the third step, the character strings is extracted using image processing technology and the property of the character strings is determined. And the structured database is generated automatically. The proposed system consists of two systems. "Master document generation system" is used for the table form definition, and it doesn′t include the handwritten characters. "Structure analysis system for complete d table" is used for the written form, and it analyzes the table form filled in the handwritten character. We implemented the system using MS Visual C++ on Windows, and it can get the correct extraction rate 98% among 51 registration tables written by the different students.

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A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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