• Title/Summary/Keyword: Matrix game

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The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Big Data Analysis of the Women Who Score Goal Sports Entertainment Program: Focusing on Text Mining and Semantic Network Analysis.

  • Hyun-Myung, Kim;Kyung-Won, Byun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.222-230
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    • 2023
  • The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program 'Women Who Score Goal', which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to 'Kick a Goal' were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a 'program' cluster related to the broadcast content of 'Kick a Goal' and a 'Soccer' cluster, a sports event of 'Kick a Goal'. In addition to the scenes about the game of the cast, it was analyzed as an 'Everyday Life' cluster about training and daily life, and a cluster about 'Broadcast Manipulation' that disappointed viewers with manipulation of the game content.

A Candidate Generation System based on Probabilistic Evaluation in Computer Go (확률적 평가에 기반한 컴퓨터 바둑의 후보 생성 시스템)

  • Kim, Yeong-Sang;Yu, Gi-Yeong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.2
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    • pp.21-30
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    • 2000
  • If there exists a model that calculates the proper candidate position whenever the game of Go is in progress, it can be used for setting up the prototype of the candidate generation algorithm without using case-based reasoning. In this paper, we analyze Go through combinatorial game theory and on the basis of probability matrix (PM) showing the difference of the territory of the black and the white. We design and implement a candidate generation system(CGS) to find the candidates at a situation in Go. CGS designed in this paper can compute Influence power, safety, probability value(PV), and PM and then generate candidate positions for a present scene, once a stone is played at a scene. The basic strategy generates five candidates for the Present scene, and then chooses one with the highest PV. CGS generates the candidate which emphasizes more defence tactics than attack ones. In the opening game of computer Go, we can know that CGS which has no pattern is somewhat superior to NEMESIS which has the Joseki pattern.

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Numerical Integration based on Harmonic Oscillation and Jacobi Iteration for Efficient Simulation of Soft Objects with GPU (GPU를 활용한 고성능 연체 객체 시뮬레이션을 위한 조화진동 모델과 야코비 반복법 기반 수치 적분 기술)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.123-132
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    • 2018
  • Various methods have been proposed to efficiently animate the motion of soft objects in realtime. In order to maintain the topology between the elements of the objects, it is required to employ constraint forces, which limit the size of the time steps for the numerical integration and reduce the efficiency. To tackle this, an implicit method with larger steps was proposed. However, the method is, in essence, a linear system with a large matrix, of which solution requires heavy computations. Several approximate methods have been proposed, but the approximation is obtained with an increased damping and the loss of accuracy. In this paper, new integration method based on harmonic oscillation with better stability was proposed, and it was further stabilized with the hybridization with approximate implicit method. GPU parallelism can be easily implemented for the method, and large-scale soft objects can be simulated in realtime.

Comparison between Cournot-Nash and Stackelberg Game in Bi-level Program (Bi-level program에서 Cournot-Nash게임과 Stackelberg게임의 비교연구)

  • Lim, Yong-Taek;Lim, Kang-Won
    • Journal of Korean Society of Transportation
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    • v.22 no.7 s.78
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    • pp.99-106
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    • 2004
  • This paper presents some comparisons between Cournot-Nash and Stackelberg game in bi-level program, composed of both upper level program and lower level one. The upper level can be formulated to optimize a specific objective function, while the lower formulated to express travelers' behavior patterns corresponding to the design parameter of upper level problem. This kind of hi-level program is to determine a design parameter, which leads the road network to an optimal state. Bi-level program includes traffic signal control, traffic information provision, congestion charge and new transportation mode introduction as well as road expansion. From the view point of game theory, many existing algorithms for bi-level program such as IOA (Iterative Optimization Assignment) or IEA (Iterative Estimation Assignment) belong to Cournot-Nash game. But sensitivity-based algorithms belongs to Stackelberg one because they consider the reaction of the lower level program. These two game models would be compared by using an example network and show some results that there is no superiority between the models in deterministic case, but in stochastic case Stackelberg approach is better than that of Cournot-Nash one as we expect.

A Differential Privacy Approach to Preserve GWAS Data Sharing based on A Game Theoretic Perspective

  • Yan, Jun;Han, Ziwei;Zhou, Yihui;Lu, Laifeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.1028-1046
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    • 2022
  • Genome-wide association studies (GWAS) aim to find the significant genetic variants for common complex disease. However, genotype data has privacy information such as disease status and identity, which make data sharing and research difficult. Differential privacy is widely used in the privacy protection of data sharing. The current differential privacy approach in GWAS pays no attention to raw data but to statistical data, and doesn't achieve equilibrium between utility and privacy, so that data sharing is hindered and it hampers the development of genomics. To share data more securely, we propose a differential privacy preserving approach of data sharing for GWAS, and achieve the equilibrium between privacy and data utility. Firstly, a reasonable disturbance interval for the genotype is calculated based on the expected utility. Secondly, based on the interval, we get the Nash equilibrium point between utility and privacy. Finally, based on the equilibrium point, the original genotype matrix is perturbed with differential privacy, and the corresponding random genotype matrix is obtained. We theoretically and experimentally show that the method satisfies expected privacy protection and utility. This method provides engineering guidance for protecting GWAS data privacy.

Game Theory Application in Wetland Conservation Across Various Hypothetical City Sizes (다양한 이론적 도시규모에서의 습지 보전을 위한 게임 이론 적용)

  • Ran-Young Im;Ji Yoon Kim;Yuno Do
    • Journal of Wetlands Research
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    • v.26 no.1
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    • pp.10-20
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    • 2024
  • The conservation and restoration of wetlands are essential tasks for the sustainable development of human society and the environment, providing vital benefits such as biodiversity maintenance, natural disaster mitigation, and climate change alleviation. This study aims to analyze the strategic interactions and interests among various stakeholders using game theory and to provide significant grounds for policy decisions related to wetland restoration and development. In this study, hypothetical scenarios were set up for three types of cities: large, medium, and small. Stakeholders such as governments, development companies, environmental groups, and local residents were identified. Strategic options for each stakeholder were developed, and a payoff matrix was established through discussions among wetland ecology experts. Subsequently, non-cooperative game theory was applied to analyze Nash equilibria and Pareto efficiency. In large cities, strategies of 'Wetland Conservation' and 'Eco-Friendly Development' were found beneficial for all stakeholders. In medium cities, various strategies were identified, while in small cities, 'Eco-Friendly Development' emerged as the optimal solution for all parties involved. The Pareto efficiency analysis revealed how the optimal solutions for wetland management could vary across different city types. The study highlighted the importance of wetland conservation, eco-friendly development, and wetland restoration projects for each city type. Accordingly, policymakers should establish regulations and incentives that harmonize environmental protection and urban development and consider programs that promote community participation. Understanding the roles and strategies of stakeholders and the advantages and disadvantages of each strategy is crucial for making more effective policy decisions.

Corrective Control of Asynchronous Sequential Machines with Input Disturbance I : Modeling (입력 외란이 존재하는 비동기 순차 머신의 교정 제어 I : 모델링)

  • Yang, Jung-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.9
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    • pp.1655-1664
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    • 2007
  • This paper presents the problem of controlling asynchronous sequential machines in the presence of input disturbances, which may be also regarded as an adversary in a game theoretic setting. The main objective is to develope a new methodology for including unpredictable behavior of input disturbance into models of asynchronous machines. The input disturbance, representing uncontrollable noise input, is embedded into a new model of asynchronous machines in form of input/state finite state machines. It is shown that the proposed modeling preserves the fundamental model and well-pose of asynchronous machines. The reachability matrix, an important performance index of asynchronous machines, is also adapted according to input disturbance and will be used for constructing corrective controllers in the companion paper.

사용자 시점에 준거한 디지털콘텐츠 인식의 틀 연구 - CC matrix' 제안과 활용 사례 -

  • Ha, Dong-Won
    • 한국게임학회지
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    • v.6 no.1
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    • pp.48-51
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    • 2009
  • 디지털콘텐츠 산업분류체계를 비롯한 기존 방식으로는 현재의 디지털콘텐츠를 통찰력 있게 보기 힘듭니다. 이는 디지털콘텐츠 일반에 대한 인식의 틀이 부실한 탓입니다. 넓은 의미의 텍스트에서, 시점(視點)은 인식의 틀입니다. 문학과 미술, 영화와 관련된 콘텐츠 하부영역에서는 시점 연구가 체계적으로 이루어져 왔습니다. 이러한 시점 연구결과들을 통합하고 정리하여 디지털콘텐츠에 접목시켰습니다. 연구자는 콘텐츠와 그것의 사용자에 대한 관계를 두가지 기준으로 구분하였습니다. 하나는 콘텐츠와 사용자 자아인 페르소나 사이에 성립되는 '맥락인지적시점(ContextualView)'이고 나머지 하나는 콘텐츠를 비추는 눈인 '시각적시점(CameraView)'입니다. 맥락인지적시점은다시 '인물', '상대', '관객'으로 구분하였고 시각적시점은 '일인칭', '이인칭', '삼인칭'으로구분하였습니다. 그리고 이를 씨실과 날실로 연결하여 'CCmatrix'라 하였습니다. 그리고 월드 오브워크래프트를 'CCmatrix'로 분석하고 캐릭터 수준별로 일정한 패턴을 발견하였습니다. 또 다른 활용으로는 디지털콘텐츠의 시점역사를 정리하고 활용가능성을 보였습니다.

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Suppression of Strategic Capacity Withholding by Capacity Payment in a Competitive Generation Market (경쟁적 전력시장에서 용량요금에 의한 전략적 용량철회 억제)

  • Lee, Kwang-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.7
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    • pp.1199-1204
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    • 2007
  • In a cost based pool market, the generation capacity can be used as strategic bids by generation companies (Gencos) with the cost functions open to the market. Competition using strategic capacities is modeled by Cournot and Perfect Competiton (PC) model, and transformed into two by two payoff matrix game with Gencos' decision variables of Cournot and PC model. The payoff matrices vary when capacity payments are given to Gencos in accordance with their capacity bids. Nash Equilibrium (NE) in the matrices also moves with capacity price changes. In order to maximize social welfare of the market, NE should locate in a certain position of the payoff matrices, which corresponds to a PC NE. A concept of a critical capacity price is proposed and calculated in this paper that is defined as a minimum capacity price leading to PC NE. The critical capacity price is verified to work as a tool for suppressing a strategic capacity withholding in simulations of a test system.