• Title/Summary/Keyword: NPCS

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Gintonin influences the morphology and motility of adult brain neurons via LPA receptors

  • Kim, Do-Geun;Kim, Hyeon-Joong;Choi, Sun-Hye;Nam, Sung Min;Kim, Hyoung-Chun;Rhim, Hyewhon;Cho, Ik-Hyun;Rhee, Man Hee;Nah, Seung-Yeol
    • Journal of Ginseng Research
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    • v.45 no.3
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    • pp.401-407
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    • 2021
  • Background: Gintonin is an exogenous ginseng-derived G-protein-coupled lysophosphatidic acid (LPA) receptor ligand. LPA induces in vitro morphological changes and migration through neuronal LPA1 receptor. Recently, we reported that systemic administration of gintonin increases blood-brain barrier (BBB) permeability via the paracellular pathway and its binding to brain neurons. However, little is known about the influences of gintonin on in vivo neuron morphology and migration in the brain. Materials and methods: We examined the effects of gintonin on in vitro migration and morphology using primary hippocampal neural precursor cells (hNPC) and in vivo effects of gintonin on adult brain neurons using real time microscopic analysis and immunohistochemical analysis to observe the morphological and locational changes induced by gintonin treatment. Results: We found that treating hNPCs with gintonin induced morphological changes with a cell rounding following cell aggregation and return to individual neurons with time relapses. However, the in vitro effects of gintonin on hNPCs were blocked by the LPA1/3 receptor antagonist, Ki16425, and Rho kinase inhibitor, Y27632. We also examined the in vivo effects of gintonin on the morphological changes and migration of neurons in adult mouse brains using anti-NeuN and -neurofilament H antibodies. We found that acute intravenous administration of gintonin induced morphological and migrational changes in brain neurons. Gintonin induced some migrations of neurons with shortened neurofilament H in the cortex. The in vivo effects of gintonin were also blocked by Ki16425. Conclusion: The present report raises the possibility that gintonin could enter the brain and exert its influences on the migration and morphology of adult mouse brain neurons and possibly explains the therapeutic effects of neurological diseases behind the gintonin administration.

An Exploratory Study on the Social Capital and Subjective Well-Being in Social Network Games (소셜 네트워크 게임(SNG)에서의 사회적 자본과 주관적 행복감에 관한 탐색적 연구)

  • Park, Hyun-Ah;Kim, Hyoung-Il;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.105-116
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    • 2011
  • In this research, we investigated users' social capital and subjective well-being in social network games. We had Focus Group Interview(FGI) and analyzed the interview data. Our finding is that the social capital was either decreasing or slightly increasing only between acquaintances, with the subjective well-being increasing, affected by the users' achievements, continuous caring, and interaction with NPCs, while not affected by the social capital. Our research also found the independent increase of subjective well being, not being affected by the increase of social capital.

The study of optimism through the dialogue in NPC (낙관주의 관점에서 본 NPC의 대화 내용 분석 -<메이플스토리>를 중심으로)

  • Hong, Hyun-Jo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.111-124
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    • 2020
  • This paper analyzed the dialogue language of 'Maple Story' NPC from the perspective of learned optimism. Not only is NPC's language a key skill in artificial intelligence language, it also plays a big role in giving game users fun and desire to achieve. In this paper, as a result of analyzing the dialogue language of NPCs by utilizing the two key dimensions of NPC's learned optimistic explanation form: permanence and pervasiveness, the rate of characters' conversations using optimistic languages was 6%~7%. It was confirmed the important consideration in NPC artificial intelligence development.

Retrograde Analysis of Clinical Characteristics of Bone Metastasis in 1,031 Cases of Preliminarily Diagnosed Nasopharyngeal Carcinoma

  • Zhao, Chang-Lin;Qian, Guo-Qiang;Chen, Xiao-Yin;Chen, Chao
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.8
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    • pp.3785-3788
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    • 2014
  • Purpose: To explore the clinical characteristics of bone metastasis (BM) in a large sample of preliminarily diagnosed nasopharyngeal carcinomas (NPCs). Methods: The sample consisted of 1,031 patients diagnosed with NPC at first visitg clinics between October 1989 and June 2012. Several parameters including metastasis locus, T/N staging, diagnosis, therapy and prognosis of BM were analyzed retrospectively. Results: In 70 patients who had been preliminarily diagnosed with BM, the incidence of BM in N0, N1, N2 and N3 stage was 5.7%, 17.2%, 50.2%, and 25.7%, respectively, while the incidence in T0, T1, T2 and T3 stage was 0%, 23.8%, 47.6% and 28.6% respectively. BM occurred in most common in vertebral column, rib, sternum, ilium and femur. Positive rate of Epstein-Barr virus antibody was 77.6%. The median survival time was 12 months. Conclusion: The incidence of BM in NPC preliminarily diagnosed is about 7% and it is related to N classification but not T classification.

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.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

Development of web-based collaborative framework for the simulation of embedded systems

  • Yang, Woong;Lee, Soo-Hong;Jin, Yong Zhu;Hwang, Hyun-Tae
    • Journal of Computational Design and Engineering
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    • v.3 no.4
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    • pp.363-369
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    • 2016
  • Cyber Physical System (CPS) and Internet of Things (IoT) are hot objects of interest as an extension of the embedded system. These interactive products and systems contain Mobile Devices which are most popular and used most frequently. Also these have been widely used from the control of the Nuclear Power Control System (NPCS) to IoT Home Service. Information & Communication Technology (ICT) topics of trend fused-complex current Information Technology (IT) and Communication Technology (CT) are closely linked to real space and virtual space. This immediately means the arrival of the ultra-connected society. It refers to a society in which various objects surrounding the human innovation and change in the social sector are expected through the connection between the data which are to be generated. In addition, studies of Tool-kit for the design of such systems are also actively pursued. However, only increased cooperation and information sharing between the physical object consists of a variety of machinery and equipment. We have taken into consideration a number of design variables of the high barriers to entry about the product. In this study, It has been developed a Web-based collaboration framework which can be a flexible connection between macroscopically virtual environment and the physical environment. This framework is able to verifiy and manage physical environments. Also it can resolve the bottlenecks encountered during the base expansion and development process of IoT (Internet of Things) environment.

Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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Development of Intelligent Multi-Agent in the Game Environment (게임 환경에서의 지능형 다중 에이전트 개발)

  • Kim, DongMin;Choi, JinWoo;Woo, ChongWoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.69-78
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    • 2015
  • Recently, research on the multi-agent system is developed actively in the various fields, especially on the control of complex system and optimization. In this study, we develop a multi-agent system for NPC simulation in game environment. The purpose of the development is to support quick and precise decision by inferencing the situation of the dynamic discrete domain, and to support an optimization process of the agent system. Our approach employed Petri-net as a basic agent model to simplify structure of the system, and used fuzzy inference engine to support decision making in various situation. Our experimentation describes situation of the virtual battlefield between the NPCs, which are divided two groups, such as fuzzy rule based agent and automata based agent. We calculate the percentage of winning and survival rate from the several simulations, and the result describes that the fuzzy rule based agent showed better performance than the automata based agent.

Efficient State Space Generation for Guaranteeing a Natural-Looking Path for NPCs (NPC의 자연스러운 이동경로를 보장하는 효율적인 상태공간의 생성)

  • Yu, Kyeon-Ah
    • Journal of KIISE:Software and Applications
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    • v.34 no.4
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    • pp.368-376
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    • 2007
  • How to represent the search space is as important as which search algorithm to use for finding natural-looking paths for moving NPC (non-player character) in computer games. Recently, various state space representation methods which have been developed for computer games are being used while A* algorithm dominates as the preferred search algorithm. These representation methods show some drawbacks such as the size of state space is too large, there is no guarantee for optimality, the path found is not natural-looking, and the generation of nodes and links is not automatic by depending on a level designer. In this paper the requirements for natural-looking paths are introduced and to find paths satisfying these requirements, the use of the generalized visibility graphs which is the extended version of the visibility graph in Robotics is proposed.