• Title/Summary/Keyword: Simulation game

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Network Attack and Defense Game Theory Based on Bayes-Nash Equilibrium

  • Liu, Liang;Huang, Cheng;Fang, Yong;Wang, Zhenxue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.5260-5275
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    • 2019
  • In the process of constructing the traditional offensive and defensive game theory model, these are some shortages for considering the dynamic change of security risk problem. By analysing the critical indicators of the incomplete information game theory model, incomplete information attack and defense game theory model and the mathematical engineering method for solving Bayes-Nash equilibrium, the risk-averse income function for information assets is summarized as the problem of maximising the return of the equilibrium point. To obtain the functional relationship between the optimal strategy combination of the offense and defense and the information asset security probability and risk probability. At the same time, the offensive and defensive examples are used to visually analyse and demonstrate the incomplete information game and the Harsanyi conversion method. First, the incomplete information game and the Harsanyi conversion problem is discussed through the attack and defense examples and using the game tree. Then the strategy expression of incomplete information static game and the engineering mathematics method of Bayes-Nash equilibrium are given. After that, it focuses on the offensive and defensive game problem of unsafe information network based on risk aversion. The problem of attack and defense is obtained by the issue of maximizing utility, and then the Bayes-Nash equilibrium of offense and defense game is carried out around the security risk of assets. Finally, the application model in network security penetration and defense is analyzed by designing a simulation example of attack and defense penetration. The analysis results show that the constructed income function model is feasible and practical.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Study on the Linkage Method between Emergency Simulation Model and Other Models (비상대비 시뮬레이션 모델의 타 모델 연동방안 연구)

  • Bang, Sang-Ho;Lee, Seung-Lyong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.301-313
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    • 2020
  • This study is a study on the interlocking method between emergency preparedness simulation model and military exercise war game model. The national emergency preparedness government exercises are being carried out by a message exercise and technology development for simulation models is being carried out to create a situation similar to the actual practice. In order to create a situation similar to the actual war, the military situation must be reflected and to do so, a link with the military exercise war game model is needed. The military exercise war game model applies HLA/RTI, which is a standardized interlocking method for various models such as Taegeuk JOS, and it is necessary to apply HLA/RTI linkage method to link with these military exercise war game models. In addition, since the emergency preparedness simulation model requires limited information such as enemy location and enemy attack situation on major facilities in the military exercise model, a method of interlocking that can select and link information is required. Therefore, in this study, the interlocking interface design plan is presented in order to selectively link the interlocking method and information between the emergency preparedness simulation model and the military exercise war game model. The main functions of interlocking interface include federation synchronization, storage and recovery, object management service, time management, and data filtering functions.

Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.393-398
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    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

Cell-based motion control of mobile robots for soccer game

  • Baek, Seung-Min;Han, Woong-Gie;Kuc, Tae-Yong
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.819-824
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    • 1997
  • This paper presents a cell-based motion control strategy for soccer playing mobile robots. In the central robot motion planner, the planar ground is divided into rectangular cells with variable sizes and motion indices to which direction the mobile robot should move. At every time the multiple objects-the goal gate, ball, and robots-detected, integer values of motion indices are assigned to the cells occupied by mobile robots. Once the indices being calculated, the most desirable state-action pair is chosen from the state and action sets to achieve successful soccer game strategy. The proposed strategy is computationally simple enough to be used for fast robotic soccer system.

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A Study on the Strategic Planning Simulation Based on Fuzzy Cognitive Map and Differential Game (퍼지인식도와 미분게임에 기초한 전략계획 시뮬레이션에 관한 연구)

  • 이건창
    • Journal of the Korea Society for Simulation
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    • v.4 no.1
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    • pp.45-57
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    • 1995
  • 본 연구는 불확실한 경영환경하에서 전략목표에 영향을 미치는 환경요인을 확인하고, 이를 다시 전략계획 시뮬레이션 모형에 체계적으로 반영하기 위한 새로운 전략계획 시뮬레이션 모형을 제안한다. 본 연구에서 제안하는 전략계획 시뮬레이션 모형은 (1) 환경요인 분석을 위하여 퍼지인식도(Fuzzy Cognitive Map)를 적용하고, (2) 경쟁관계를 체계적으로 반영하기 위하여 미분게임(Differential Game) 모형을 이용한다. 퍼지인식도는 특정 의사결정 문제에 있어서 관련된 여러 개념간의 인과관계를 해석하고 그를 통하여 해당 문제전체에 관한 효과적인 의사결정을 지원하는 소위 구조적 모형화(Structural Modeling)도구의 한 방법이다. 한편, 본 연구에서는 미분게임을 이용하여, 퍼지인식도에 의하여 확인된 환경요인을 변수로 감안하고, 아울러 경쟁관계를 수식화 하므로써 보다 체계적인 시뮬레이션이 가능하다. 제안된 전략계획 수립 시뮬레이션 모형을 동태적 광고모형(dynamic advertising model)에 적용하므로써 보다 효과적인 경영전략계획 수립이 가능함을 보였다.

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Active Node and Active Network Modeling For Network Traffic Progress (네트워크 트래픽 성능 향상을 위한 액티브 노드 및 액티브 네트워크 설계)

  • Choi Byung-Sun;Hwang Young-Chul;Lee Seong-Hyun;Lee Won-Goo;Lee Jae-Kwang
    • 한국컴퓨터산업교육학회:학술대회논문집
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    • 2003.11a
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    • pp.119-126
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    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game model(or computer simulation) endow a military man with field training such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct DB to operate war game model, associate among federates on network. Thus, we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video.

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A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation (커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교)

  • Jung, Hee-Young;Jung, In-Hoo;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.37-44
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    • 2016
  • The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

A Suggestion of Baseball Simulation Game Using High Speed Camera Sensor (초고속카메라 센서를 활용한 야구시뮬레이션 게임 제안)

  • Kim, Do-Goan;Jin, Chan-Yong;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.535-540
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    • 2014
  • Due to the recent popularity of sports, business items which combine IT technologies with sports have appeared. 'Sportainment' which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcoming many limitations such as time and place in real sports. For suggesting a baseball simulation game 'sportainment', this paper is to review the technologies in the existing indoor baseball ranges and to provide the possibility of indoor baseball simulation using various sensor technologies. This baseball simulation game is expected to develop as one of successful indoor 'sportainment' businesses such as Golfzon.

Design and Implementation of Serious Game based on AVR Microcontrollerin Virtual Serial Ports (가상 시리얼 포트에서 AVR 마이크로콘트롤러를 기초로 한 기능성 게임의 설계 및 구현)

  • Ko, YoungHyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.105-109
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    • 2012
  • This paper proposed a method which enabled the designing and implementation of a serious game based on AVR microcontroller on a virtual serial port before making the actual circuit by performing simulation, and which made it possible to develop a serious game. The implemented serious game implemented a mole game which can be enjoyed by one person, a love game with which a male gamer and a female gamer can play, and a marathon game in which a gamer can run the marathon while listening to cheerful music and looking at a region he/she wants to visit. The development of a microcontroller device that provides those functions showed that not only does the device make it possible to develop games more easily and conveniently through the implementation of a game using virtual serial communications with a board designed by an ISIS simulator, but also it reduces trials and errors during game development.