• Title/Summary/Keyword: Player Modeling

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Game Theoretic Modeling for Mobile Malicious Node Detection Problem in Static Wireless Sensor Networks

  • Ho, Jun-Won
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.238-242
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    • 2021
  • Game theory has been regarded as a useful theoretical tool for modeling the interactions between distinct entities and thus it has been harnessed in various research field. In particular, research attention has been shown to how to apply game theory to modeling the interactions between malign and benign entities in the field of wireless networks. Although various game theoretic modeling work have been proposed in the field of wireless networks, our proposed work is disparate to the existing work in the sense that we focus on mobile malign node detection problem in static wireless sensor networks. More specifically, we propose a Bayesian game theoretic modeling for mobile malign node detection problem in static wireless sensor networks. In our modeling, we formulate a two-player static Bayesian game with imperfect information such that player 1 is aware of the type of player 2, but player 2 is not aware of the type of player 1. We use four strategies in our static Bayesian game. We obtain Bayesian Nash Equilibria with pure strategies under certain conditions.

An Optimal Bidding Strategy Solution using Dynamic Game Theory (동적게임이론을 이용한 최적입찰전략수립)

  • Gang, Dong-Ju;Mun, Yeong-Hwan;Kim, Bal-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.51 no.4
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    • pp.202-208
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    • 2002
  • In a dynamic game where the players move in a periodical sequence, each player observes the strategy of the others. So the players who move later in a game get to know the moves of others having made before them. Those who move earlier must take this into account in devising their optimal strategy. In the Poolco model, the bidding game is executed periodically. The player participating in the bidding game accumulates the information of its own and others'strategies, and payoffs through the repeated bidding process. Thereby, the players in this game would be able to map out how get the maximum profit, and get closer to the optimal strategy. This paper presents a mathematical modeling for a player to determine his or her optimal strategy at period T, based on the information acquired from the previous rounds for the periods, T-1, T-2, and so on. The proposed modeling is demonstrated with a dynamic fame theory.

A Study of Factors Influencing Customer Satisfaction and Loyalty of MP3-Player (MP3-Player 고객 만족 및 충성에 미치는 요인에 관한 연구)

  • Kim, Sang-Hyun;Kim, Tae-Hoon;Kim, Pan-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.30 no.2
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    • pp.15-22
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    • 2007
  • By the early 20 century, "workman" introduced by SONY was the leading portable analog sounder. However, at the same century, workman was pushed out from the portable sounder by iRiver developed by MPMAN.COM. This portable digital sounder is called MP3-Player (MP3P), and has become the most popular portable digital sounder in the current market. This study combined two customer satisfaction models, mobile internet customer satisfaction model (Yu, 2002), and portable communication customer satisfaction model (Bae, 2003), in order to empirically test consumption of MP3P and its satisfaction. The proposed model tested four constructs, company's image, product price, product design and product function, influencing customer satisfaction, which leads to affect customer loyalty. 267 survey responses were analyzed by using structural equation modeling (SEM). The results show that all constructs had significant impact. This study suggests a good understanding of consumer satisfaction and loyalty of MP3P and the future direction of MP3P research regarding to consumer satisfaction.

Research on the Influence of Game NPC Design Elements on Player Satisfaction (게임 NPC 디자인 요소가 플레이어 만족도에 미치는 영향 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.8
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    • pp.53-59
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    • 2022
  • In order to improve players' satisfaction with the game NPC (Non Plyer Character), a Structural Equation Modeling (SEM) was made, and NPC design elements were analyzed. First, extract the design elements (entertainment, artistry, interaction, and presence) that affect player satisfaction. And it is assumed that these factors will affect the satisfaction of players, and empirical research is carried out through quantitative research ideas. The results of the analysis of the questionnaire survey data show that four elements have a meaningful impact on player satisfaction, and artistry has the greatest impact on player satisfaction. Finally, according to the analysis results, a proposal for NPC design is proposed. It is expected that this research will provide a reference frame for the design direction of NPC in the future.

A Study on the Development of 3D Manufacturing Simulation Using VRML (VRML을 이용한 3차원 가공 시뮬레이션 개발에 관한 연구)

  • 이창우;이성수
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1626-1629
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    • 2003
  • The study is expressed on the web browser using virtual reality of developer manufacturing process and method or manufactured goods conviction for designer and developer with visualized model. This study purpose of basic feature with VRML file and Java and VRML with AWT to get WC code was presented. The study process is equal to the real thing modeling on using Pro/Engineer and exports on the VRML1.0. The condition converts VRML1.0 to VRML2.0 on the CROSS ROADS. And then Cosmo World is coding and manufacturing simulation is expressed on the Cosmo Player.

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ASP Business Remodeling

  • 남영삼
    • Proceedings of the CALSEC Conference
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    • 2002.01a
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    • pp.340-342
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    • 2002
  • ASP Value Chain Modeling ㆍ The Value Chain of ASP Player ㆍ The Value Chain of ASP Customer Successful ASP Delivering Model ㆍ Enterprise ASP Remodeling ㆍ ASP Market Prediction(omitted)

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Design of A Reed-Solomon Code Decoder for Compact Disc Player using Microprogramming Method (마이크로프로그래밍 방식을 이용한 CDP용 Reed-Solomon 부호의 복호기 설계)

  • 김태용;김재균
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.10
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    • pp.1495-1507
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    • 1993
  • In this paper, an implementation of RS (Reed-Solomon) code decoder for CDP (Compact Disc Player) using microprogramming method is presented. In this decoding strategy, the equations composed of Newton's identities are used for computing the coefficients of the error locator polynomial and for checking the number of erasures in C2(outer code). Also, in C2 decoding the values of erasures are computed from syndromes and the results of C1(inner code) decoding. We pulled up the error correctability by correcting 4 erasures or less. The decoder contains an arithmetic logic unit over GF(28) for error correcting and a decoding controller with programming ROM, and also microinstructions. Microinstructions are used for an implementation of a decoding algorithm for RS code. As a result, it can be easily modified for upgrade or other applications by changing the programming ROM only. The decoder is implemented by the Logic Level Modeling of Verilog HDL. In the decoder, each microinstruction has 14 bits( = 1 word), and the size of the programming ROM is 360 words. The number of the maximum clock-cycle for decoding both C1 and C2 is 424.

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Application of multi-physics simulation for vibration performance of the hand after contacting the ball with the volleyball player

  • Wang, Yangping;Sun, Shuze
    • Structural Engineering and Mechanics
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    • v.83 no.5
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    • pp.681-692
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    • 2022
  • The vibrational response of the two bones in a Volleyball player's arm under ball impact is conducted. The two bones in hand, Ulna and Radius, are modeled as two cylindrical shells. The formulations associated with the shells' vibration are obtained using the energy method. Then, the results are extracted with the aid of the two-dimensional form of DQM in conjunction with Runge-Kutta. The results are validated by means of a published paper. Lastly, the role of parameters in determining vibrational frequency as well as deflection is explored through parametric studies. It was shown that the impactor speed and the time of the impact could be essential factors in determining the vibration behavior of the bones. This work can be used in the further investigation of the behavior of bones and physiological structures.

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

Fuzzy Logic Architecture for Deciding the Ranking at Racing Games (레이싱 게임에서 순위 결정을 위한 퍼지 논리 아키텍처)

  • Lee Se Il
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.133-140
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    • 2005
  • If a Player car precedes from start to the end or a fuzzy car wins every day during computer or racing games, most players will lose their interest in the games soon after several times. In order to solve this Problem and increase amusement at racing games, the more important thing than anything else is decide the ranking. In this thesis, in order to give amusement In racing games, the researcher made a fuzzy car and made it race with player cars. Because the preceding fuzzy car runs ahead of player cars, it can recognize their behaviors according to change of following player cars' speed and distance, and the fuzzy car changes its memory, but doesn't enforce actual behaviors. If the fuzzy car would make decision, it has to do behaviors to compete the ranking on the basis of the contracts it has memorized under the situation where a timer is awarded. In addition, although an accompanying fuzzy car has different contents of memory, it is operated in the same way as mentioned above. At the time of experiments, the researcher applied the actual value to the test program and drew result for ranking competition. In conclusion, the researcher could confirm that we can have modeling of various behaviors by means of the method using fuzzy logic rather than simple if-then method.

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