• Title/Summary/Keyword: Matching Game

Search Result 76, Processing Time 0.019 seconds

Candidate First Moves for Solving Life-and-Death Problems in the Game of Go, using Kohonen Neural Network (코호넨 신경망을 이용 바둑 사활문제를 풀기 위한 후보 첫 수들)

  • Lee, Byung-Doo;Keum, Young-Wook
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.105-114
    • /
    • 2009
  • In the game of Go, the life-and-death problem is a fundamental problem to be definitely overcome when implementing a computer Go program. To solve local Go problems such as life-and-death problems, an important consideration is how to tackle the game tree's huge branching factor and its depth. The basic idea of the experiment conducted in this article is that we modelled the human behavior to get the recognized first moves to kill the surrounded group. In the game of Go, similar life-and-death problems(patterns) often have similar solutions. To categorize similar patterns, we implemented Kohonen Neural Network(KNN) based clustering and found that the experimental result is promising and thus can compete with a pattern matching method, that uses supervised learning with a neural network, for solving life-and-death problems.

  • PDF

Game-Based Content Caching and Data Sponsor Scheme for the Content Network (콘텐츠 네트워크 환경에서 게임이론을 이용한 콘텐츠 캐싱 및 데이터 스폰서 기법)

  • Won, JoongSeop;Kim, SungWook
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.8 no.7
    • /
    • pp.167-176
    • /
    • 2019
  • Recently, as the types of services that can be enjoyed in mobile telecommunication networks such as social networks and video streaming are increasing, mobile users(MUs) can access mobile contents easily by consuming mobile data. However, under a mobile telecommunication environment, MUs have to pay a high data fee to a network service provider(SP) in order to enjoy contents. The 'data sponsor' technique, introduced as a way to solve this problem, has attracted attention as a breakthrough method for enhancing contents accessibility of MUs. In this paper, we propose an algorithm that determines the optimal discount rate through the Stackelberg game in the data sponsor environment. We also propose an algorithm to design edge caching, which caches highly popular content for MUs on edge server, through many-to-many matching game. Simulation results clearly indicate that the profit for CP's content consumption is improved by about 6~11%, and the profit of CP according to the ratio of edge caching is improved by about 12% than the other existing schemes under data sponsor environment.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.139-148
    • /
    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

Video Sequence Matching Using Normalized Dominant Singular Values

  • Jeong, Kwang-Min;Lee, Joon-Jae
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.6
    • /
    • pp.785-793
    • /
    • 2009
  • This paper proposes a signature using dominant singular values for video sequence matching. By considering the input image as matrix A, a partition procedure is first performed to separate the matrix into non-overlapping sub-images of a fixed size. The SVD(Singular Value Decomposition) process decomposes matrix A into a singular value-singular vector factorization. As a result, singular values are obtained for each sub-image, then k dominant singular values which are sufficient to discriminate between different images and are robust to image size variation, are chosen and normalized as the signature for each block in an image frame for matching between the reference video clip and the query one. Experimental results show that the proposed video signature has a better performance than ordinal signature in ROC curve.

  • PDF

A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images (PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로)

  • Park, Kwan-Ik;Hwang, Kyung-Ho;Lee, Hyung-Seok
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.75-90
    • /
    • 2020
  • The purpose of this study is to identify the functional role of music, which is one of the main elements that make up PC games. To this end, theme music by genre of PC game was divided through analysis and then the relationship between variables was analyzed by visually positioning the distance between 'music type', 'structural element of music' and 'image' using multiple correspondence matching analysis. As a result, it was confirmed that there was a difference in location between the types of music by game genre, the structural elements of music, and the characteristics of the image.

Functional Expansion of Morphological Analyzer Based on Longest Phrase Matching For Efficient Korean Parsing (효율적인 한국어 파싱을 위한 최장일치 기반의 형태소 분석기 기능 확장)

  • Lee, Hyeon-yoeng;Lee, Jong-seok;Kang, Byeong-do;Yang, Seung-weon
    • Journal of Digital Contents Society
    • /
    • v.17 no.3
    • /
    • pp.203-210
    • /
    • 2016
  • Korean is free of omission of sentence elements and modifying scope, so managing it on morphological analyzer is better than parser. In this paper, we propose functional expansion methods of the morphological analyzer to ease the burden of parsing. This method is a longest phrase matching method. When the series of several morpheme have one syntax category by processing of Unknown-words, Compound verbs, Compound nouns, Numbers and Symbols, our method combines them into a syntactic unit. And then, it is to treat by giving them a semantic features as syntax unit. The proposed morphological analysis method removes unnecessary morphological ambiguities and deceases results of morphological analysis, so improves accuracy of tagger and parser. By empirical results, we found that our method deceases 73.4% of Parsing tree and 52.4% of parsing time on average.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.95-104
    • /
    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

A Method for Assigning Clients to Servers for the Minimization of Client-Server Distance Deviation (클라이언트-서버간 거리 편차의 최소화를 위한 클라이언트의 서버 배정 방법)

  • Lee, Sunghae;Kim, Sangchul
    • Journal of Korea Game Society
    • /
    • v.16 no.3
    • /
    • pp.97-108
    • /
    • 2016
  • Multi-client online games usually employ multi-serve architectures. For group play, if the user response time deviation between the clients in a group is large, the fairness and attractions of the game will be degraded. In this paper, given new clients, we propose a method for assigning the clients to servers to minimize the deviation of client-server distance which plays a major role in the user response time. This method also supports client matching for group play and server load balancing. We formulate the client-server assignment problem as an IP one, and present a GA(Genetic Algorithm)-based algorithm to solve it. We experimented our method under various settings and analyzed its features. To our survey, little research has been previously performed on client-server assignment under consideration of client matching, distance deviation minimization and server load balancing.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.3 no.1
    • /
    • pp.49-56
    • /
    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

The Game Selection Model for the Payoff Strategy Optimization of Mobile CrowdSensing Task

  • Zhao, Guosheng;Liu, Dongmei;Wang, Jian
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.4
    • /
    • pp.1426-1447
    • /
    • 2021
  • The payoff game between task publishers and users in the mobile crowdsensing environment is a hot topic of research. A optimal payoff selection model based on stochastic evolutionary game is proposed. Firstly, the process of payoff optimization selection is modeled as a task publisher-user stochastic evolutionary game model. Secondly, the low-quality data is identified by the data quality evaluation algorithm, which improves the fitness of perceptual task matching target users, so that task publishers and users can obtain the optimal payoff at the current moment. Finally, by solving the stability strategy and analyzing the stability of the model, the optimal payoff strategy is obtained under different intensity of random interference and different initial state. The simulation results show that, in the aspect of data quality evaluation, compared with BP detection method and SVM detection method, the accuracy of anomaly data detection of the proposed model is improved by 8.1% and 0.5% respectively, and the accuracy of data classification is improved by 59.2% and 32.2% respectively. In the aspect of the optimal payoff strategy selection, it is verified that the proposed model can reasonably select the payoff strategy.