• 제목/요약/키워드: University player

Search Result 912, Processing Time 0.034 seconds

Genetic Algorithm for Game Monster Generation (게임 몬스터 생성에 적합한 유전알고리즘)

  • Park, Sang-Wook;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.811-814
    • /
    • 2006
  • There are Monsters for game player in computer game. The Monsters generated by steady methods and data. And There are few methods that can be adapted to environment or player. This paper introduces a reformed Genetic Algorithm for Monster generation. This algorithm is applied to Homologous Chromosomes(HC). In existing GAs, An Individual have only one genome. But, In proposed algorithm, each Individual has a pair of allele genes on each locus. To compare proposed algorithm with Simple Genetic algorithm, I simulated the solution of a simple Binary problem. After experiments, I conclude that the suggested Algorithm reduced the number of generations more than SGA.

  • PDF

Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.13-26
    • /
    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

The Evolution of Collaboration in Game Play (게임플레이에서 협력의 진화)

  • Lee, Da-Won;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.101-112
    • /
    • 2020
  • This study looked into how to carry out sacrifices for intra-game cooperation in becoming a high-level player. The results are as follows. First, the way players behave is dependent on their resources(scores). Second, the higher the player's score, the more praise cards were given to dealers. Third, high-scoring players have taken on a role of "sacrificing the self to serve the many" by voluntarily playing the role of healer, leading the team to set the rules and consequently reducing the risk of a probable role conflict within the team.

Constructing Athlete Identification and the effectiveness of Athlete Endorsement on Customer's Purchase Intention

  • HA, Nguyen Minh;TUAN, Cao Nhat
    • Journal of Distribution Science
    • /
    • v.17 no.8
    • /
    • pp.87-97
    • /
    • 2019
  • Purpose - This study focuses on the effectiveness of the athlete endorsement on the purchase intention of customers and investigates the attributes of the athlete identification. The Athlete Identification is defined by the expertise, trustworthiness, attractiveness, toughness and transgression. Athlete identification and athlete endorsement help marketers with a thorough look at the trend of using famous sports player to promote products. Research design and methodology - 450 questionnaires were delivered to respondents in Ho Chi Minh city and 433 were returned completed. Descriptive statistics, reliability, exploratory factor analysis, confirmatory factor analysis and structural equation modeling were conducted to test the relationship between independent and dependent variables. Results - The expertise, trustworthiness, attractiveness and toughness exert positive impacts on athlete identification. Transgression affects negatively athlete identification and athlete endorsement. This research confirmed results of previous studies. Conclusions - The athlete first needs to create their own Identification from a set of attributes in order to be out-standing in the sport and leisure industry before becoming an endorser for a particular product. From the company's perspectives, decision makers should choose an acclaimed sports player to boost the purchase intention of consumers.

The Analysis of Equaizer for Improving Sound Quality of Samrtphones (스마트폰의 음질 향상을 위한 Equalizer 분석)

  • Lee, Myung-hwan;Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.190-193
    • /
    • 2013
  • Before Smartphone releases, playing music form previous cellphone is very limited, so we need mp3 player instead. However, when Smartphone releases, a function of playing multimedia became one of the important things in Samrtphone including all functions of mp3 player. Even though it is easier to use since you can play music and multimedia in one device, it still has problem issues on the sound quality. This thesis will discuss about functions of EQ from Smartphone music players. After that, we will to achieve high fidelity sound through balance adjustment of Right Mark Audio Analyzer program.

  • PDF

A study on the distribution of the distance of Mal movement in Yut board game (윷놀이에서 말이 가는 거리의 분포)

  • Kim, Do-Hyeong;Oh, Chang-Hyuck
    • Journal of the Korean Data and Information Science Society
    • /
    • v.21 no.6
    • /
    • pp.1281-1288
    • /
    • 2010
  • We consider Yut board game with four Yut sticks which are of the same shape and the same size so that they have the same probability of showing back when they are tossed. Since, in Yut board game, a player have to toss four sticks one more when sawi Mo or sawi Yut appears, the player may be interested in the distance which Mal can move in one's turn. Therefore, the probability mass function of the distance is obtained and probabilities with several values of back probability are summarized in a table. Also, the expectation, the variance, the skewness, and the kurtosis of the distribution are calculated and their values are also tablized for some values of back probability.

Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.9
    • /
    • pp.1299-1310
    • /
    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

Q Learning MDP Approach to Mitigate Jamming Attack Using Stochastic Game Theory Modelling With WQLA in Cognitive Radio Networks

  • Vimal, S.;Robinson, Y. Harold;Kaliappan, M.;Pasupathi, Subbulakshmi;Suresh, A.
    • Journal of Platform Technology
    • /
    • v.9 no.1
    • /
    • pp.3-14
    • /
    • 2021
  • Cognitive Radio network (CR) is a promising paradigm that helps the unlicensed user (Secondary User) to analyse the spectrum and coordinate the spectrum access to support the creation of common control channel (CCC). The cooperation of secondary users and broadcasting between them is done through transmitting messages in CCC. In case, if the control channels may get jammed and it may directly degrade the network's performance and under such scenario jammers will devastate the control channels. Hopping sequences may be one of the predominant approaches and it may be used to fight against this problem to confront jammer. The jamming attack can be alleviated using one of the game modelling approach and in this proposed scheme stochastic games has been analysed with more single users to provide the flexible control channels against intrusive attacks by mentioning the states of each player, strategies ,actions and players reward. The proposed work uses a modern player action and better strategic view on game theoretic modelling is stochastic game theory has been taken in to consideration and applied to prevent the jamming attack in CR network. The selection of decision is based on Q learning approach to mitigate the jamming nodes using the optimal MDP decision process

An Analysis of Posthuman Characters in Digital Games (디지털 게임에 나타난 포스트휴먼 캐릭터 분석)

  • Seo, Jane;Han, Hye-Won
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.125-138
    • /
    • 2021
  • This paper analyzed the body images of the posthuman characters in digital games and the nomadic subjects formed through gameplay. Nomadic Subject is the subject with a complex and non-single identity that appears as a posthuman identity. The player experiences posthuman subject directly in the process of controlling characters. Body images of posthuman characters are categorized into three types that imitate idealized bodies, deform the bodies through articulation, and extend the bodies through equipment. The player builds ethical identity by making choices under the constraints of the game.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.13-30
    • /
    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.