• 제목/요약/키워드: Strategy Game

검색결과 510건 처리시간 0.023초

A Game Theory Based Interaction Strategy between Residential Users and an Electric Company

  • Wang, Jidong;Fang, Kaijie;Yang, Yuhao;Shi, Yingchen;Xu, Daoqiang;Zhao, Shuangshuang
    • Journal of Electrical Engineering and Technology
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    • 제13권1호
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    • pp.11-19
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    • 2018
  • With the development of smart grid technology, it has become a hotspot to increase benefits of both residential users and electric power companies through demand response technology and interactive technology. In this paper, the game theory is introduced to the interaction between residential users and an electric company, making a mutually beneficial situation for the two. This paper solves the problem of electricity pricing and load shifting in the interactive behavior by building the game-theoretic process, proposing the interaction strategy and doing the optimization. In the simulation results, the residential users decrease their cost by 11% mainly through shifting the thermal loads and the electric company improves its benefits by 5.6% though electricity pricing. Simulation analysis verifies the validity of the proposed method and shows great revenue for the economy of both sides.

Strategy for Task Offloading of Multi-user and Multi-server Based on Cost Optimization in Mobile Edge Computing Environment

  • He, Yanfei;Tang, Zhenhua
    • Journal of Information Processing Systems
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    • 제17권3호
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    • pp.615-629
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    • 2021
  • With the development of mobile edge computing, how to utilize the computing power of edge computing to effectively and efficiently offload data and to compute offloading is of great research value. This paper studies the computation offloading problem of multi-user and multi-server in mobile edge computing. Firstly, in order to minimize system energy consumption, the problem is modeled by considering the joint optimization of the offloading strategy and the wireless and computing resource allocation in a multi-user and multi-server scenario. Additionally, this paper explores the computation offloading scheme to optimize the overall cost. As the centralized optimization method is an NP problem, the game method is used to achieve effective computation offloading in a distributed manner. The decision problem of distributed computation offloading between the mobile equipment is modeled as a multi-user computation offloading game. There is a Nash equilibrium in this game, and it can be achieved by a limited number of iterations. Then, we propose a distributed computation offloading algorithm, which first calculates offloading weights, and then distributedly iterates by the time slot to update the computation offloading decision. Finally, the algorithm is verified by simulation experiments. Simulation results show that our proposed algorithm can achieve the balance by a limited number of iterations. At the same time, the algorithm outperforms several other advanced computation offloading algorithms in terms of the number of users and overall overheads for beneficial decision-making.

복습게임을 활용한 공학이론 수업의 효과성 분석 (A Study on the Effectiveness of Engineering Theory Class Applying Review Games)

  • 김기대;한안나
    • 공학교육연구
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    • 제25권6호
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    • pp.38-46
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    • 2022
  • In order to improve students' interest, class participation and class comprehension in engineering theory classes, a class applying review games as Jinjinga, Bingo, etc. were designed and developed. Through applying them to three engineering theory subjects, the specific effects of the strategy on students' understanding, interest, participation, and academic achievement were analyzed and the usefulness of each review game strategy was analyzed. Analyzing class data over the past 11 years, there was a clear correlation between performance of the students in the review game and their actual grades, which was found to be greater than the negative effect of absence rate on the test performance or grades. This study also researched students' perceptions compared to other general subjects not applying the review games. The results of a survey of the students who took the review game class showed the usual amount of usual studying hours increased, the burden of examination or the amount of studying hours for preparing the exam was reduced, and the class interest and achievement significantly increased compared to other subjects in the same major.

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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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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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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MDP에 의한 컬링 전략 선정 (Markov Decision Process for Curling Strategies)

  • 배기욱;박동현;김동현;신하용
    • 대한산업공학회지
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    • 제42권1호
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    • pp.65-72
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    • 2016
  • Curling is compared to the Chess because of variety and importance of strategies. For winning the Curling game, selecting optimal strategies at decision making points are important. However, there is lack of research on optimal strategies for Curling. 'Aggressive' and 'Conservative' strategies are common strategies of Curling; nevertheless, even those two strategies have never been studied before. In this study, Markov Decision Process would be applied for Curling strategy analysis. Those two strategies are defined as actions of Markov Decision Process. By solving the model, the optimal strategy could be found at any in-game states.

Optimum Stragies for Unfavorable Situation in Red & Black

  • Ahn, Chul H;Sok, Yong-U
    • Communications for Statistical Applications and Methods
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    • 제9권3호
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    • pp.683-691
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    • 2002
  • In a game called red and black, you can stake any amount s in your possession. Suppose your goal is 1 and your current fortune is f, with 0 < f < 1. You win back your stake and as much more with probability p and lose your stake with probability, q = 1- p. Ahn(2000) considered optimum strategy for this game with the value of p less than $\frac{1}{2}$ where the house has the advantage over the player. The optimum strategy at any f when p < $\frac{1}{2}$ is to play boldly, which is to bet as much as you can. In this paper we perform the simulation study to show that the Bold strategy is optimum.

한중 게임디자인학과 교육시스템 현황비교 및 분석 - 게임전문인재 양성을 위한 발전 방안 연구 (Korea-China Game Design Department Education System Status Comparison and Analysis - A Study on Development Plan for Nurturing Game Professionals)

  • 정수;이동열
    • 디지털융복합연구
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    • 제19권4호
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    • pp.235-240
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    • 2021
  • 최근 중국 게임 산업의 급속한 발전에 따라 사용자 수가 급격히 증가하고 있다. 게임 산업은 이미 중국 문화 산업 중 가장 발전하는 것 중의 하나가 되었다. 중국 게임 산업이 빠른 속도로 발전하면서 전문 게임개발자 및 게임 제작인력의 수요가 절실하다. 그럼에도 현재 중국의 대학교에서 게임디자인학과를 새롭게 신설해도 매해 졸업생이 게임 회사에 취직하기가 어렵다. 이는 게임시장과 게임 학과 전공교육 사이의 갈등관계가 있다고 사료된다. 본 논문은 게임 산업이 신속히 발전하는 현 단계를 배경으로 중국 게임디자인학과의 현황을 소개하고 존재하는 문제점을 지적하며 맞춤형 발전전략을 제시하여 미래의 중국 게임디자인학과의 발전에 가치 있는 의견을 제시한다.

비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진 (Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning)

  • 김제민;박영택
    • 정보처리학회논문지B
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    • 제11B권1호
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    • pp.83-90
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    • 2004
  • 요즘 사람들이 많이 즐기는 전략 게임들은 장르가 가지는 특성을 이행하지 못하고 있다. 사용자 객체의 행위에 적절히 대응하는 컴퓨터 객체의 행위를 추론해내지 못함은 물론이고 다양하게 구사되는 사용자의 전략에 대책을 마련할 수 있는 학습 능력을 갖추고 있지 못하기 때문에 사용자들은 별다른 전략 없이 컴퓨터를 상대로 쉽게 게임을 승리할 수 있다. 이에 본 논문에서는 컴퓨터 객체에 추론 능력과 학습 능력을 적용하기 위해서 비단조 추론방식과 귀납적 기계 학습을 적용한 전략게임 인공지능 엔진을 연구한다. 본 논문에서는 다음 3가지 부분에 중점을 두고 엔진을 연구하였다. 첫째 사용자가 제어하는 객체들의 행위를 포괄적으로 모니터하여 사용자의 객체 행위로 추상화하는 사용자 행위 모니터, 둘째 추상화된 사용자의 객체 행위에 대응하는 컴퓨터 객체들의 행위와 사용자의 전략을 학습하는 학습 엔진, 셋째 추상화되어 있는 컴퓨터 객체의 행위를 게임에 반영하는 행위 표현기를 중심으로 연구하고 있다. 특히 본 논문에서는 보다 정확하게 사용자 객체의 전략 행위를 학습하고, 사용자의 객체에 대응하는 컴퓨터 객체 행위를 만들어내기 위해서 비단조 추론과 기계 학습 기법중 하나인 귀납적 학습 방식을 적용하는 2단계의 구조를 연구하고 있다. 즉, 귀납적 학습 방법을 통해서 컴퓨터 객체가 학습한 정보를 바탕으로 비단조 추론을 이용하여 컴퓨터 객체의 행위와 전략을 결정한다. 이에 본 논문에서는 비단조 추론과 귀납적 기계 학습을 적용하여 기존 컴퓨터 객체의 행위와의 차별성을 밝혀내고, 컴퓨터 객체가 향상된 전략을 구사할 수 있게 하는 것이 주된 목표다.

양면게임 이론으로 분석한 한국GM 경영정상화 협상연구 (A Study on the Negotiation on Management Normalization of GM Korea through the Two-Level Games)

  • 이지석
    • 무역학회지
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    • 제44권1호
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    • pp.31-44
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    • 2019
  • This study examines the normalization of Korean GM management between the Korean government and GM in terms of external negotiation game and internal negotiation game using Putnam's Two-Level Games. In addition, GM's Win-set change and negotiation strategy were analyzed. This analysis suggested implications for the optimal negotiation strategy for mutual cooperation between multinational corporations and local governments in the global business environment. First, the negotiation strategy for Korea's normalization of GM management in Korea can be shifted to both the concession theory and the opposition theory depending on the situation change and the government policy centered on the cautious theory. Second, GM will maximize its bargaining power through 'brink-end tactics' by utilizing the fact that the labor market is stabilized, which is the biggest weakness of the Korean government, while maintaining a typical Win-set reduction strategy. GM will be able to restructure at any time in terms of global management strategy, and if the financial support of the Korean government is provided, it will maintain the local factory but withdraw the local plant at the moment of stopping the support. In negotiations on the normalization of GM management in Korea, it is necessary to prepare a problem and countermeasures for various scenarios and to maintain a balance so that the policy does not deviate to any one side.

모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석 (An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans)

  • 최미정;백철호;박진원
    • 한국게임학회 논문지
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    • 제17권2호
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    • pp.85-94
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    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.