• Title/Summary/Keyword: NPC Extraction

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A Study on Efficient FPS Game Operation Using Attention NPC Extraction (관심 NPC 추출을 이용한 효율적인 FPS 게임 운영에 관한 연구)

  • Park, Changmin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.63-69
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    • 2017
  • The extraction of attention NPC in a FPS game has emerged as a very significant issue. We propose an efficient FPS game operation method, using the attention NPC extraction with a simple arithmetic. First, we define the NPC, using the color histogram interaction and texture similarity in the block to determine the attention NPC. Next, we use the histogram of movement distribution and frequency of movement of the NPC. Becasue, except for the block boundary according to the texture and to extract only the boundaries of the object block. The edge strength is defined to have high values at the NPC object boundaries, while it is designed to have relatively low values at the NPC texture boundaries or in interior of a region. The region merging method also adopts the color histogram intersection technique in order to use color distribution in each region. Through the experiment, we confirmed that NPC has played a crucial role in the FPS game and as a result it draws more speed and strategic actions in the game.

A Study on Game Character Classification Based on Texture and Edge Orientation Feature (질감 및 에지 방향 특징에 기반한 게임 캐릭터 분류에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1318-1324
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    • 2012
  • This paper proposes a novel method for Game character classification based on texture and edge orientation feature. The character dose not move(NPC) and move the character is classified. Classification of property within the character of straight line segments are used to extract features. First, the character inside edge feature extraction and then calculates EEDH, SSPD. The extracted attribute represents the energy of a particular direction. Thus, these properties were used to classify of NPC and Monster. The proposed method, the user can reduce the unnecessary time in the game.

Motivation-based Hierarchical Behavior Planning

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.79-90
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    • 2008
  • This paper describes a motivation-based hierarchical behavior planning framework to allow autonomous agents to select adaptive actions in simulation game environments. The combined behavior planning system is formed by four levels of specification, which are motivation extraction, goal list generation, action list determination and optimization. Our model increases the complexity of virtual human behavior planning by adding motivation with sudden and cumulative attributes. The motivation selection by probability distribution allows NPC to make multiple decisions in certain situations in order to embody realistic virtual humans. Hierarchical goal tree enhances the effective reactivity. Optimizing for potential actions provides NPC with safe and satisfying actions to adapt to the virtual environment. A restaurant simulation game was used to elucidate the mechanism of the framework.

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Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1714-1725
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    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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Extraction of user interest area using foreground image separation and mouse tracking program (전경 이미지 분리와 마우스 트랙킹 프로그램을 이용한 사용자 관심 영역 유도)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.113-122
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    • 2017
  • The location of the objects that make up a game can be an element of immersion for players. repeatedly appearing at the same position, the fun may be reduced, and as the play time elapses, the players will feel the game's fun as they appear in a larger area than at the beginning of the game play. This paper is a study to find out the location of objects according to the passage of time and to see how players controlled these objects. First, foreground images are extracted and accumulated using OpenCV programming language. The accumulated result is displayed as a heat map image. Second, the mouse movement area is detected using the mouse tracking program and compared with the heat map image, so that the screen area in which the player is interested can be known.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.271-277
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    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

A Simplified Synchronous Reference Frame for Indirect Current Controlled Three-level Inverter-based Shunt Active Power Filters

  • Hoon, Yap;Radzi, Mohd Amran Mohd;Hassan, Mohd Khair;Mailah, Nashiren Farzilah;Wahab, Noor Izzri Abdul
    • Journal of Power Electronics
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    • v.16 no.5
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    • pp.1964-1980
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    • 2016
  • This paper presents a new simplified harmonics extraction algorithm based on the synchronous reference frame (SRF) for an indirect current controlled (ICC) three-level neutral point diode clamped (NPC) inverter-based shunt active power filter (SAPF). The shunt APF is widely accepted as one of the most effective current harmonics mitigation tools due to its superior adaptability in dynamic state conditions. In its controller, the SRF algorithm which is derived based on the direct-quadrature (DQ) theory has played a significant role as a harmonics extraction algorithm due to its simple implementation features. However, it suffers from significant delays due to its dependency on a numerical filter and unnecessary computation workloads. Moreover, the algorithm is mostly implemented for the direct current controlled (DCC) based SAPF which operates based on a non-sinusoidal reference current. This degrades the mitigation performances since the DCC based operation does not possess exact information on the actual source current which suffers from switching ripples problems. Therefore, three major improvements are introduced which include the development of a mathematical based fundamental component identifier to replace the numerical filter, the removal of redundant features, and the generation of a sinusoidal reference current. The proposed algorithm is developed and evaluated in MATLAB / Simulink. A laboratory prototype utilizing a TMS320F28335 digital signal processor (DSP) is also implemented to validate effectiveness of the proposed algorithm. Both simulation and experimental results are presented. They show significant improvements in terms of total harmonic distortion (THD) and dynamic response when compared to a conventional SRF algorithm.

Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.87-96
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    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.