• Title/Summary/Keyword: QUEST

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Procedural Quest Generation by NPC in MMORPG (MMORPG에서 NPC중심의 절차적 퀘스트 생성)

  • Jeong, Bo-Gyun;Cho, Sung Hyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.19-28
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    • 2014
  • This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성)

  • Park, Yong-Hyun;Ning, shujia;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.215-220
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    • 2009
  • MMORPG is being progressed through Quest and the level and the balance are realized. Also, Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. The pluralistic understanding method of players will have values as a tool that can design and evaluate Quest satisfying preference of the various user class.

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Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

Comprehensive Investigations on QUEST: a Novel QoS-Enhanced Stochastic Packet Scheduler for Intelligent LTE Routers

  • Paul, Suman;Pandit, Malay Kumar
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.2
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    • pp.579-603
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    • 2018
  • In this paper we propose a QoS-enhanced intelligent stochastic optimal fair real-time packet scheduler, QUEST, for 4G LTE traffic in routers. The objective of this research is to maximize the system QoS subject to the constraint that the processor utilization is kept nearly at 100 percent. The QUEST has following unique advantages. First, it solves the challenging problem of starvation for low priority process - buffered streaming video and TCP based; second, it solves the major bottleneck of the scheduler Earliest Deadline First's failure at heavy loads. Finally, QUEST offers the benefit of arbitrarily pre-programming the process utilization ratio.Three classes of multimedia 4G LTE QCI traffic, conversational voice, live streaming video, buffered streaming video and TCP based applications have been considered. We analyse two most important QoS metrics, packet loss rate (PLR) and mean waiting time. All claims are supported by discrete event and Monte Carlo simulations. The simulation results show that the QUEST scheduler outperforms current state-of-the-art benchmark schedulers. The proposed scheduler offers 37 percent improvement in PLR and 23 percent improvement in mean waiting time over the best competing current scheduler Accuracy-aware EDF.

Satisfaction Evaluation for Orthoses by using QUEST (QUEST를 이용한 보조기(orthoses) 사용 만족도 평가)

  • Kong, Jin-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.109-116
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    • 2016
  • This study presents a unique way to improve consumer-oriented service for assistive orthosis products. Satisfaction and important factors were analyzed based on responses from disabled people who have used the orthoses. We surveyed 185 disabled people with QUEST (Quebec User Evaluation of Satisfaction with assistive Technology), and we conducted in-depth interviews with 25 individuals. The average satisfaction score was 3.68 (orthoses satisfaction: 3.78; service satisfaction: 3.52). For each item, the highest score was effectiveness, and the lowest one was cost. As important factors for each item, the participants selected cost, comfort, repair, and service. The fee system for orthoses needs rational revision, and a delivery system should be constructed for follow-up services such as repair.

A Case Study of Quest Engine for Travia Online Game (트라비아 온라인 게임의 퀘스트 엔진 구축 사례)

  • Lee, Wan-Bok;Roh, Chang-Hyun;Jung, Sang Mok;Son, Hyung Ryool
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.507-511
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    • 2006
  • This paper introduces the case study of constructing a quest engine system in a commercial online game, Travia. The system can help several operations for quests such as modeling and execution with a dedicated script language. Since the many attributes of a quest, including the type or preconditions or execution ordering of quests, could be represented well with the script, game developers can constitute and modify a quest system very easily. Thus it is expected that the quest system introduced in this paper can be a good guideline to the developers of online RPG games.

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A Study on Selection of Split Variable in Constructing Classification Tree (의사결정나무에서 분리 변수 선택에 관한 연구)

  • 정성석;김순영;임한필
    • The Korean Journal of Applied Statistics
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    • v.17 no.2
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    • pp.347-357
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    • 2004
  • It is very important to select a split variable in constructing the classification tree. The efficiency of a classification tree algorithm can be evaluated by the variable selection bias and the variable selection power. The C4.5 has largely biased variable selection due to the influence of many distinct values in variable selection and the QUEST has low variable selection power when a continuous predictor variable doesn't deviate from normal distribution. In this thesis, we propose the SRT algorithm which overcomes the drawback of the C4.5 and the QUEST. Simulations were performed to compare the SRT with the C4.5 and the QUEST. As a result, the SRT is characterized with low biased variable selection and robust variable selection power.

Case Study and Development of Quest-Based Learning Using QR Code (QR코드를 활용한 퀘스트 기반학습 개발 및 적용사례 연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.79-88
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    • 2011
  • The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.

Exploring Pseudonymous based Schemes for Safegaurding Location Privacy in Vehicular Adhoc Network (VANET)

  • Arslan Akhtar Joyo;Fizza Abbas Alvi;Rafia Naz Memon;Irfana Memon;Sajida Parveen
    • International Journal of Computer Science & Network Security
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    • v.23 no.2
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    • pp.101-110
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    • 2023
  • Vehicular Ad Hoc Network (VANET) is considered to be a subclass of Mobile Ad Hoc Networks (MANET). It has some challenges and issues of privacy which require to be solved before practical implementation of the system i.e., location preservation privacy. Many schemes have been proposed. The most prominent is pseudonym change based location preservation scheme. Safety message can be compromised when it sends via a wireless medium, consequently, an adversary can eavesdrop the communication to analyze and track targeted vehicle. The issue can be counter by use of pseudo identity instead of real and their change while communication proves to be a sufficient solution for such problems. In this context, a large amount of literature on pseudonym change strategies has been proposed to solve such problems in VANET. In this paper, we have given details on strategies proposed last two decades on pseudonym change based location preservation along with issues that they focus to resolve and try to give full understanding to readers.

A Study on Variable Selection Bias in Data Mining Software Packages (데이터마이닝 패키지에서 변수선택 편의에 관한 연구)

  • 송문섭;윤영주
    • The Korean Journal of Applied Statistics
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    • v.14 no.2
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    • pp.475-486
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    • 2001
  • 데이터마이닝 패키지에 구현된 분류나무 알고리즘 가운데 CART, CHAID, QUEST, C4.5에서 변수 선택법을 비교하였다. CART의 전체탐색법이 편의를 갖는다는 사실은 잘알려졌으며, 여기서는 상품화된 패키지들에서 이들 알고리즘의 편의와 선택력을 모의실험 연구를 통하여 비교하였다. 상용 패키지로는 CART, Enterprise Miner, AnswerTree, Clementine을 사용하였다. 본 논문의 제한된 모의실험 연구 결과에 의하면 C4.5와 CART는 모두 변수선택에서 심각한 편의를 갖고 있으며, CHAID와 QUEST는 비교적 안정된 결과를 보여주고 있었다.

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