• Title/Summary/Keyword: Simulation game

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D2D Utility Maximization in the Cellular System: Non Cooperative Game Theoretic Approach

  • Oh, Changyoon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.79-85
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    • 2019
  • We investigate the D2D utility maximization in the cellular system. We focus on the non cooperative game theoretic approach to maximize the individual utility. Cellular system's perspective, interference from the D2D links must be limited to protect the cellular users. To accommodate this interference issue, utility function is first defined to control the individual D2D user's transmit power. More specifically, utility function includes the pricing which limits the individual D2D user's transmit power. Then, non cooperative power game is formulated to maximize the individual utility. Distributed algorithm is proposed to maximize the individual utility, while limiting the interference. Convergence of the proposed distributed algorithm is verified through computer simulation. Also the effect of pricing factor to SIR and interference is provided to show the performance of the proposed distributed algorithm.

A Chinese Restaurant Game for Distributed Cooperative Caching in Small Cell Networks

  • Chen, Junliang;Wang, Gang;Wang, Fuxiang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.1
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    • pp.222-236
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    • 2019
  • Wireless content caching in small cell networks has recently been considered as a promising way to alleviate the congestion of the backhaul in emerging heterogenous cellular network. However, how to select files which are cached in SBSs and how to make SBSs work together is an important issue for cooperative cache research for the propose of reducing file download time. In this paper, a Cooperative-Greedy strategy (CGS) among cache-enabled small base stations (SBSs) in small cell network is proposed, in order to minimize the download time of files. This problem is formulated as a Chinese restaurant game.Using this game model, we can configure file caching schemes based on file popularity and the spectrum resources allocated to several adjacent SBSs. Both the existence and uniquencess of a Nash equilibrium are proved. In the theoretical analysis section, SBSs cooperate with each other in order to cache popular files as many as possible near UEs. Simulation results show that the CGS scheme outperforms other schemes in terms of the file-download time.

Game-Theoretic Optimization of Common Control Channel Establishment for Spectrum Efficiency in Cognitive Small Cell Network

  • Jiao Yan
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.1-11
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    • 2024
  • Cognitive small cell networks, consisting of macro-cells and small cells, are foreseen as a promising candidate solution to address 5G spectrum scarcity. Recently, many technological issues (such as spectrum sensing, spectrum sharing) related to cognitive small cell networks have been studied, but the common control channel (CCC) establishment problem has been ignored. CCC is an indispensable medium for control message exchange that could have a huge significant on transmitter-receiver handshake, channel access negotiation, topology change, and routing information updates, etc. Therefore, establishing CCC in cognitive small cell networks is a challenging problem. In this paper, we propose a potential game theory-based approach for CCC establishment in cognitive radio networks. We design a utility function and demonstrate that it is an exact potential game with a pure Nash equilibrium. To maintain the common control channel list (CCL), we develop a CCC update algorithm. The simulation results demonstrate that the proposed approach has good convergence. On the other hand, it exhibits good delay and overhead of all networks.

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

Applied Research of Active Network to Control Network Traffic in Virtual Battlefield Environments (가상 전장 환경에서의 효율적인 네트워크 트래픽 처리를 위한 액티브 네트워크 응용방안)

  • 정창모;이원구;김성옥;이재광
    • The Journal of the Korea Contents Association
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    • v.3 no.3
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    • pp.19-33
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    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game mode(or computer simulation) endow a military man with lied training such as combat experience without operating combat strength or capabilities. To sanely construct simulation environment against actual combat environment associate among federates on network. us construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) by using active network technique on virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video, verify its validity by the help of simulation

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Utilization of Simulation and Machine Learning to Analyze and Predict Win Rates of the Characters Battle

  • Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.39-46
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    • 2020
  • Recently, for designing virtual characters in the battle game field effectively, some methods are very needed to predicate the win rates of the battle of them efficiently. In this paper, we propose a method to solve this problem by combining simulation and machine learning. Firstly, a simulation is used to analyze the win rates of the battle of virtual characters in the battle game. In addition, we apply a regression model based machine learning scheme to predict win rates of the battle of virtual characters according to their abilities. Our experimental results using suggested method show that it is almost no difference between the win rates of the simulation and the prediction results using the machine learning scheme. And also, we can obtain good performance in the experiment using only simple regression based machine learning model.

Medical data visualization using Unity3D game engine (Unity3D 게임 엔진을 이용한 의료 데이터 가시화)

  • Ha, Taejun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.87-94
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    • 2017
  • Due to improvements in the capabilities of commercial game engines, there are increasing instances of applying game engines to scientific visualization applications. This study describes a case of creating a virtual reality application that visualizes medical volume data based on the Unity3D game engine. When using a game engine, there is an advantage that various functions required for an application are basically provided, such as depth sorting of translucent objects or virtual reality hardware support. On the other hand, there is a restriction that the structure of the application program should be modified to suit the characteristics of the game engine. This paper describes a method for visualizing medical volume data using the structure of a game engine. As a result, we were able to create a virtual reality scene that consisted of surface data and medical volume data fragments together. And we confirmed the possibility of game engine as a future medical simulation production tool.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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