• Title/Summary/Keyword: Mini Game

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Development of Artificial Intelligence Janggi Game based on Machine Learning Algorithm (기계학습 알고리즘 기반의 인공지능 장기 게임 개발)

  • Jang, Myeonggyu;Kim, Youngho;Min, Dongyeop;Park, Kihyeon;Lee, Seungsoo;Woo, Chongwoo
    • Journal of Information Technology Services
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    • v.16 no.4
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    • pp.137-148
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    • 2017
  • Researches on the Artificial Intelligence has been explosively activated in various fields since the advent of AlphaGo. Particularly, researchers on the application of multi-layer neural network such as deep learning, and various machine learning algorithms are being focused actively. In this paper, we described a development of an artificial intelligence Janggi game based on reinforcement learning algorithm and MCTS (Monte Carlo Tree Search) algorithm with accumulated game data. The previous artificial intelligence games are mostly developed based on mini-max algorithm, which depends only on the results of the tree search algorithms. They cannot use of the real data from the games experts, nor cannot enhance the performance by learning. In this paper, we suggest our approach to overcome those limitations as follows. First, we collects Janggi expert's game data, which can reflect abundant real game results. Second, we create a graph structure by using the game data, which can remove redundant movement. And third, we apply the reinforcement learning algorithm and MCTS algorithm to select the best next move. In addition, the learned graph is stored by object serialization method to provide continuity of the game. The experiment of this study is done with two different types as follows. First, our system is confronted with other AI based system that is currently being served on the internet. Second, our system confronted with some Janggi experts who have winning records of more than 50%. Experimental results show that the rate of our system is significantly higher.

A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences (노안 체험용 VR게임 개발과 체험 효과 분석)

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.123-134
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    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.

A Vision System for ]Robot Soccer Game (로봇 축구 대회를 위한 영상 처리 시스템)

  • 고국원;최재호;김창효;김경훈;김주곤;이수호;조형석
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.11a
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    • pp.434-438
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    • 1996
  • In this paper we present the multi-agent robot system and the vision system developed for participating in micro robot soccer tournament. The multi-agent robot system consists of micro robot, a vision system, a host computer and a communication module. Micro robot are equipped with two mini DC motors witf encoders and gearboxes, a R/F receiver, a CPU and infrared sensors for obstacle detection. A vision system is used to recognize the position of the ball and opponent robots, position and orientation of our robots. The vision system is composed of a color CCD camera and a vision processing unit(AISI vision computer). The vision algorithm is based on morphological method. And it takes about 90 msec to detect ball and 3-our robots and 3-opponent robots with reasonable accuracy

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Development of a Deliver Mini Game Titled "Dreaming Best Waitron" (배달 미니 게임 개발: “최고의 웨이터를 꿈꾸며”)

  • 김정훈;정한교;김영옥;김중곤;박정윤;윤진성;김경식
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.192-194
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    • 2001
  • 본 미니 게임은 웨이터라는 직업을 모티브로 하여서 남녀노소 누구나 재미를 느낌과 동시에 기억력 향상시켜 주는 게임제작이라는 목적아래 제작되었다. 본 논문에서는 이 게임의 제작과정을 기술하고자 한다. 이 게임은 제3회 AGC(한국 아마추어 게임제작 공모전)에서 우수작으로 선정되었다.

Development of the Computer-assisted Nutrition Education Program of Eating-out Guidance for Teenagers (올바른 외식지도를 위한 청소년용 영양교육 사이트(Health14.net) 개발)

  • Bae, Eun-Young;Lee, Kyung-Hea;Lyu, Eun-Soon;Her, Eun-Sil
    • Korean Journal of Community Nutrition
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    • v.12 no.4
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    • pp.462-476
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    • 2007
  • This study aimed to develop a nutrition education internet program for correcting the eating-out behaviorial problems of youth. A survey was performed to investigate the eating-out behavior patterns of youth by questionnaires. A nutrition education program was developed on the basis of the survey results, and evaluated by teenagers. The results of the developed homepage are summarized as follows: The contents of this program (www.health14.net) consist of '${\times}$ Health (Teenager, My Health, Healthy life, Beautiful life)', '+ Nutrition (To find slow foods, Fast foods campaign, Selecting fast foods, The best menu for eating-out, Recipes for health, Golden bell nutrition quiz)', '${\div}$ Information (Diet mini-homepage, Q & A, My knowhow, Game, Community)' and 'Basic Menu (home, Log in, Information and news, Mini-homepage, Site map, Free bulletin board)'. It can be used as educational material for dietary behaviorial changes in school. Also teachers and parents could get information on eating-out menus. Through this site, we anticipate contributing to nutritional health promotion by correcting the eating-out habits of youth.

An Intelligent Game Theoretic Model With Machine Learning For Online Cybersecurity Risk Management

  • Alharbi, Talal
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.390-399
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    • 2022
  • Cyber security and resilience are phrases that describe safeguards of ICTs (information and communication technologies) from cyber-attacks or mitigations of cyber event impacts. The sole purpose of Risk models are detections, analyses, and handling by considering all relevant perceptions of risks. The current research effort has resulted in the development of a new paradigm for safeguarding services offered online which can be utilized by both service providers and users. customers. However, rather of relying on detailed studies, this approach emphasizes task selection and execution that leads to successful risk treatment outcomes. Modelling intelligent CSGs (Cyber Security Games) using MLTs (machine learning techniques) was the focus of this research. By limiting mission risk, CSGs maximize ability of systems to operate unhindered in cyber environments. The suggested framework's main components are the Threat and Risk models. These models are tailored to meet the special characteristics of online services as well as the cyberspace environment. A risk management procedure is included in the framework. Risk scores are computed by combining probabilities of successful attacks with findings of impact models that predict cyber catastrophe consequences. To assess successful attacks, models emulating defense against threats can be used in topologies. CSGs consider widespread interconnectivity of cyber systems which forces defending all multi-step attack paths. In contrast, attackers just need one of the paths to succeed. CSGs are game-theoretic methods for identifying defense measures and reducing risks for systems and probe for maximum cyber risks using game formulations (MiniMax). To detect the impacts, the attacker player creates an attack tree for each state of the game using a modified Extreme Gradient Boosting Decision Tree (that sees numerous compromises ahead). Based on the findings, the proposed model has a high level of security for the web sources used in the experiment.

Combined Study of Individual Board Game Program on Cognitive Function and Depression in Elderly People with Mild Cognitive Impairment (경도인지장애 고령자의 인지기능 및 우울 수준에 대한 가정방문 개별 보드게임 프로그램의 융복합 연구)

  • Kim, Han-na;Song, Bo-Kyoung
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.85-90
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    • 2019
  • The purpose of this study was to investigate the effects of individual board game program (IBGP) on cognitive function and depression level in 7 elderly people with mild cognitive impairment(MCI). We used the mini-mental state examination korean version (MMSE-K), montreal cognitive assessment korean version (MoCA-K), and korean form of geriatric depression scale(KGDS). The results showed significant differences in MMSE-K before, after, and follow-up(p<0.05), and there were differences of orientation for time, place, and object and attention in before, after, and follow-up(p<0.05). MoCA-K showed differences in before, after, and follow-up assessments(p<0.01), and showed differences in visual construction skill, orientation, and short-term memory(p<0.05). Finally, there was a difference in depression level before, after, and follow-up of KGDS(p<0.01). Therefore, IBGP for the elderly can help improve the cognitive function, and based on this, it is expected that an advanced IBGP will be applied to improve orientation for time and place in the elderly.

A Novel on a Crops Management Growth System using Web and Design Development Method

  • Jung, Se-Hoon;Kim, Jong Chan;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.2
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    • pp.93-98
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    • 2017
  • A new cultivation diary system based on environment sensor data and Web 2.0 with Flex is suggested, to improve the previous system using the subjective data of cultivators. The proposed system is designed by applying an object-oriented model called mini-architecture, in order to enhance the reliability of software as well as promote stability to overall system design. The environment sensor data such as temperature and humidity are used to develop the new reliable diary. Also, an active interface based on Web 2.0 and Android as the user GUI are implemented to maximize the convenience while recording the cultivation diary. The result of the performance evaluation shows that the data from sensors has 99.1% of correlation with that of analogue.

Arduino-based Mini Game Platform (아두이노 기반 미니 게임 플랫폼)

  • Jung, Young-Ju;An, Gyo-Jun;Lee, Chan-Song;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.73-75
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    • 2015
  • 본 논문에서는 아두이노를 이용하여 각종 게임을 개발 할 수 있는 플랫폼을 제안한다. 제안하는 플랫폼은 아두이노 기반의 미니 게임기와 손쉽게 게임을 개발할 수 있는 IDE와 API, 게임기에서 게임을 동작시키기 위한 부트로더로 구성된다. 구현된 플랫폼 상에서 게임의 실행이 정상적으로 동작하는지를 확인하기 위하여 프로토타입 형태의 체스 게임을 구현하여 테스트 한다.

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.9-18
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    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.