• Title/Summary/Keyword: Simulation game

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Game Theoretic MAP Load Balancing Scheme in HMIPv6 (HMIPv6에서 게임 이론을 이용한 MAP 부하 분산 기법)

  • Ki, Bum-Do;Kim, Sung-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.7B
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    • pp.991-1000
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    • 2010
  • The Hierarchical Mobile IPv6 (HMIPv6) has been proposed to accommodate frequent mobility of the Mobile Node. HMIPv6 can effectively reduce the signaling overhead and latency. However, it has a problem that the registration of a mobile node concentrates on the furthest MAP(Mobility Anchor Point) when the mobile node enters into a new domain. This paper proposes a new load distribution mechanism by using the concept of Nash Bargaining Solution. The main advantage of the proposed scheme can prevent load concentration from being registered to the specified MAP based on the weight value according to the available resource-ratio of a MAP. With a simulation study, the proposed scheme can improve network performance under widely diverse traffic load intensities.

An Investigation of the application of VV&A on War-game Models and Proposal of VV&A Framework (각 군의 주요 워게임 모델의 VV&A 수행 실태 분석과 VV&A 프레임워크 제안)

  • Choi, Sang-Yeong;Kim, Hye-Lyeong;Cho, Jeong-Nam
    • Journal of the military operations research society of Korea
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    • v.36 no.1
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    • pp.51-64
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    • 2010
  • In this paper, we investigate and analyze the application of VV&A on the development of war-game models which were developed in Korea. Then we propose VV&A framework which comprises VV&A basic model, VV&A reference model and a supporting tool. The VV&A basic model consists of VV&A process, products and methodologies. The VV&A reference model includes VV&A check lists for each VV&A activities, an assessment model of VV&A execution level and VV&A process maturity model. The VV&A supporting tool is to document and manage VV&A products. The proposed VV&A framework can be used as the foundation of VV&A plan on its execution.

A Constraint-based Technique for Real-Time Game Physics Engine (제약 조건 기반의 실시간 게임 물리엔진 제작기법)

  • Lee, Min-Kyoung;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.174-177
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    • 2008
  • In 3D gaming environment, it is important to simulate the physically plausible behaviors of gaming objects in real time. In particular, rigid body dynamics consists in the heart of most game physics. In this paper, we present a constraint-based rigid body simulation method using continuous collision detection as a collision detection method, and LCP formulation as a collision response method. The continuous collision detection method never misses any collisions and thus is able to accurately report the first time of collision as well as its associated colliding features. Moreover, since the number of colliding features is typically low, it also reduces the complexity in the LCP formulation.

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Quasi-distributed Interference Coordination for HSPA HetNet

  • Zhang, Chi;Chang, Yongyu;Qin, Shuqi;Yang, Dacheng
    • ETRI Journal
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    • v.36 no.1
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    • pp.31-41
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    • 2014
  • The heterogeneous network (HetNet) has been discussed in detail in the Long-Term Evolution (LTE) and LTE Advanced standards. However, the standardization of High-Speed Packet Access HetNet (HSPA HetNet) launched by 3GPP is pushing at full steam. Interference coordination (IC), which is responsible for dealing with the interference in the system, remains a subject worthy of investigation in regard to HSPA HetNet. In this paper, considering the network framework of HSPA HetNet, we propose a quasi-distributed IC (QDIC) scheme to lower the interference level in the co-channel HSPA HetNet. Our QDIC scheme is constructed as slightly different energy-efficient non-cooperative games in the downlink (DL) and uplink (UL) scenarios, respectively. The existence and uniqueness of the equilibrium for these games are first revealed. Then, we derive the closed-form best responses of these games. A feasible implementation is finally developed to achieve our QDIC scheme in the practical DL and UL. Simulation results show the notable benefits of our scheme, which can indeed control the interference level and enhance the system performance.

Some Recent Results of Approximation Algorithms for Markov Games and their Applications

  • 장형수
    • Proceedings of the Korean Society of Computational and Applied Mathematics Conference
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    • 2003.09a
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    • pp.15-15
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    • 2003
  • We provide some recent results of approximation algorithms for solving Markov Games and discuss their applications to problems that arise in Computer Science. We consider a receding horizon approach as an approximate solution to two-person zero-sum Markov games with an infinite horizon discounted cost criterion. We present error bounds from the optimal equilibrium value of the game when both players take “correlated” receding horizon policies that are based on exact or approximate solutions of receding finite horizon subgames. Motivated by the worst-case optimal control of queueing systems by Altman, we then analyze error bounds when the minimizer plays the (approximate) receding horizon control and the maximizer plays the worst case policy. We give two heuristic examples of the approximate receding horizon control. We extend “parallel rollout” and “hindsight optimization” into the Markov game setting within the framework of the approximate receding horizon approach and analyze their performances. From the parallel rollout approach, the minimizing player seeks to combine dynamically multiple heuristic policies in a set to improve the performances of all of the heuristic policies simultaneously under the guess that the maximizing player has chosen a fixed worst-case policy. Given $\varepsilon$>0, we give the value of the receding horizon which guarantees that the parallel rollout policy with the horizon played by the minimizer “dominates” any heuristic policy in the set by $\varepsilon$, From the hindsight optimization approach, the minimizing player makes a decision based on his expected optimal hindsight performance over a finite horizon. We finally discuss practical implementations of the receding horizon approaches via simulation and applications.

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The Flight Data Measurement System of Flying Golf Ball Using the High Speed CCD Camera (고속 카메라를 CCD 이용한 비행골프공의 데이터 측정 시스템)

  • Kim, Ki-Hyun;Jo, Jae-Ik;Yun, Chang-Ok;Park, Hyun-Woo;Joo, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.168-172
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    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the image acquiring in a high-speed CCD camera measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation.

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A game theory approach for efficient power control and interference management in two-tier femtocell networks based on local gain

  • Al-Gumaei, Y. A.;Noordin, K. A.;Reza, A. W.;Dimyati, K.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2530-2547
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    • 2015
  • In the recent years, femtocell technology has received a considerable attention due to the ability to provide an efficient indoor wireless coverage as well as enhanced capacity. However, under the spectrum sharing between femtocell user equipment (FUEs) and the owner of spectrum macrocell user equipment (MUEs), both may experience higher uplink interference to each other. This paper proposes a novel distributed power control algorithm for the interference management in two-tier femtocell networks. Due to the assignment of licensed radio frequency to the outdoor macrocell users, the access priority of MUEs should be higher than FUEs. In addition, the quality of service (QoS) of MUEs that is expressed in the target signal-to-interference-plus-noise ratio (SINR) must always be achieved. On the other hand, we consider an efficient QoS provisioning cost function for the low-tier FUEs. The proposed algorithm requires only local information and converges even in cases where the frontiers of available power serve the target SINRs impossible. The advantage of the algorithm is the ability to implement in a distributed manner. Simulation results show that the proposed algorithm based on our cost function provides effective resource allocation and substantial power saving as compared to the traditional algorithms.

Adaptive Network Pricing Scheme based on the Stackelberg Model (슈타켈버그 모델을 이용한 적응적 네트워크 가격 결정 기법에 대한 연구)

  • Jung, Woo-Suk;Kim, Sung-Wook
    • Journal of KIISE:Information Networking
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    • v.37 no.2
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    • pp.94-98
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    • 2010
  • In this paper, we formalize a new adaptive online price control scheme based on the Stackelberg game model. By using the hierarchical interaction strategy, control decisions in each mechanism act cooperatively and collaborate with each other to satisfy conflicting performance criteria. In addition, our dynamic online approach is practical for real network implementation. With a simulation study, the proposed scheme can adaptively adjust the network price to approximate an optimized solution under widely diverse network situations.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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A Comparative Study on Behavior-based Agent Control for Computer Games

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.37-45
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    • 2002
  • Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.

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