• Title/Summary/Keyword: War game

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Game-theoretic Duel : A State-of-the-Art (게임 이론적 결투)

  • Kim, Yuh-Keun;Park, Soon-Dal
    • Journal of the military operations research society of Korea
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    • v.5 no.1
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    • pp.137-153
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    • 1979
  • The duel is an extreme case of game situations. The duel is of zero-sum type, but a infinite game. This duel situation appears not only in extreme competitive situations such as war, but also in economic situations such as bidding. The study on duel situations started from late 1940's, but considerable contributions have been made in 1960's by Ancker, Restrepo, Yanovskaya, Kimeldorf among others. Specially Kimeldorf recently has made big contribution in developing the theory of the game-theoretic duel. The purpose of this paper is to summarize and systemize the theory of the game-theoretic duel. In the first part, noisy duel situations shall be dealt with, and in the second part, silent duel shall follow. Finally these two situations shall be generalized in the form of continuous firing model.

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Development of Strategy Game using Real Time Simulation and Side Scrolling (Real Time Simulation과 횡스크롤을 이용한 전략 게임 개발)

  • Choi, JoonSeok;Kim, Seok-Hun;An, Syungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.87-88
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    • 2019
  • 제안 방법은 유니티 5엔진을 이용하여 횡스크롤 실시간 전략(RTS, Real Time Simulation) 게임은 여러공격로에서 상대방과 서로 여러 거점을 점령하여 실시간으로 전략을 겨루는 게임의 개발을 목표로 한다. 제안 게임은 횡스크롤의 장점인 조작법의 단순함을 살리며 플레이어가 실시간으로 전략을 겨룰 수 있도록 개발 한다. 게임을 처음 접하는 플레이어와 게임을 많이 플레이하여 숙련도가 높은 플레이어 양 쪽에게 모두 장점으로 작용 한다.

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A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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The Study of Countermove and Distorted Instances about Korean History in Japanese Game (일본 게임에 나타난 한국 역사의 왜곡사례와 대응방안 연구)

  • Ko Byeong-Hee
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.1-8
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Dokdo by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and the West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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ANN-based Evaluation Model of Combat Situation to predict the Progress of Simulated Combat Training

  • Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.7
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    • pp.31-37
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    • 2017
  • There are lots of combined battlefield elements which complete the war. It looks problematic when collecting and analyzing these elements and then predicting the situation of war. Commander's experience and military power assessment have widely been used to come up with these problems, then simulated combat training program recently supplements the war-game models through recording real-time simulated combat data. Nevertheless, there are challenges to assess winning factors of combat. In this paper, we characterize the combat element (ce) by clustering simulated combat data, and then suggest multi-layered artificial neural network (ANN) model, which can comprehend non-linear, cross-connected effects among ces to assess mission completion degree (MCD). Through our ANN model, we have the chance of analyzing and predicting winning factors. Experimental results show that our ANN model can explain MCDs through networking ces which overperform multiple linear regression model. Moreover, sensitivity analysis of ces will be the basis of predicting combat situation.

Development of a Story Based on RPG Game (스토리 형식의 RPG 게임 개발)

  • Yoon, Dae Hyun;Kim, Soo Kyun;Park, Dong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.221-222
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    • 2020
  • 본 논문은 유니티 엔진을 이용하여 3인칭 육성 게임을 개발하는 것을 목표로 한다. 본 개발 게임에서는 인간족과 오크족으로 나누고, 인간족은 오크족에게 오크족은 인간족에게 대응하기 위해서 자신의 능력을 키우는 것을 기본 배경 시나리오로 계획하였다. 두 종족의 선택에 맞는 스토리 형식의 퀘스트(Quest)로 중립 몬스터를 격파하여, 이를 능력치로 키울 수 있게 하였다. 본 개발 논문에서는 스토리성 퀘스트를 기본으로 하고 있기 때문에 플레이어가 몰입 하기 쉬운 좋은 조건을 장점으로 하고 있다.

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Game design using a low-level game development kit (저수준 게임개발도구를 이용한 게임 설계)

  • Jang, Ki-hong;Park, Jong-min;Park, Dae-ho;Kim, Seok-hun;Kim, SooKyun;An, SyungOg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.460-461
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    • 2012
  • Currently, many PC games are developed using game engines. Although these game engines provide many functions, there are also downsides such as limitations of the engine itself and development costs. This is essentially why DirectX, which has relatively few limitations and requires minimal expenses, is still considered a very useful game development tool. This thesis lays out the design plan for a war action genre game called Aeon of Strife using low quality game development tools.

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Researches on division-size unit COA development plan applying Vision 21 (비전21 모델을 활용한 사단급 부대 방책발전 방안 연구)

  • 최연호;김지호
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.11a
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    • pp.3-10
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    • 2003
  • Developments in science and technology based on computer technology influenced military fields and created up-to-date weapons and equipment, and as a result, which is changing the war accomplishing methods of the future warfare. Due to these changes in the war accomplishing methods, the army command centers are requested to make changes in their decision-making process. In other words, they need to apply more scientific methods rather than just build a scheme by the mere analysis of commanders and the staffs as in the past. Consequently, we propose a model, Vision 21 we developed as a war game model for division-size unit analysis use, in the COA development process, which is the most important part in establishing the OPLAN for mission accomplishment. Vision 21, with a comparative analysis of the other COA built in the COA development process, can be applied to making the best COA. Model employment concept can let us choose the best COA, operating war games on condition that the COA of the opposite forces is fixed and ours sequentially opposed against, and with a comparative analysis also. Moreover, if the time available is limited, before establishing several courses, we can apply the COA to the process for making the best decision, analysing in stages or by main phases and not establishing several courses for a special purpose.

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The Study on the Distorted Instances of Korean History in Japanese Game (일본 게임속에 나타난 한국 역사의 왜곡 사례에 관한 연구)

  • Ko, Byeong-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.512-516
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Tokto by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and The West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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A Modeling of Information Process Concept for Analyzing Information Effect in Combat Simulation (전투 시뮬레이션에서 정보효과 분석을 위한 정보처리 개념 모델링)

  • Noh, Hyunil;Lee, Youngwoo;Lee, Taesik
    • Journal of the Korea Institute of Military Science and Technology
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    • v.19 no.6
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    • pp.730-743
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    • 2016
  • Network-Centric Warfare is a forthcoming military revolution paradigm for maximizing combat effectiveness in terms of information superiority. However, quantitative assessment of information effect is a challenging issue. Among the many approaches, war-game is a well known method to evaluate combat effectiveness. However, previous researches and current models have a limited function or logic to simulate information process, which is core concept of NCW. So this research suggests a concept of simulation modeling method to describe the information process as defining of combat information process based on probability decision model. In addition, we suggest a simple scenario to represent proposed concept modelling method. This results can be used in designing war-game analysis model for enhanced information effectiveness.