• Title/Summary/Keyword: artificial intelligence game

Search Result 148, Processing Time 0.021 seconds

The study of optimism through the dialogue in NPC (낙관주의 관점에서 본 NPC의 대화 내용 분석 -<메이플스토리>를 중심으로)

  • Hong, Hyun-Jo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.111-124
    • /
    • 2020
  • This paper analyzed the dialogue language of 'Maple Story' NPC from the perspective of learned optimism. Not only is NPC's language a key skill in artificial intelligence language, it also plays a big role in giving game users fun and desire to achieve. In this paper, as a result of analyzing the dialogue language of NPCs by utilizing the two key dimensions of NPC's learned optimistic explanation form: permanence and pervasiveness, the rate of characters' conversations using optimistic languages was 6%~7%. It was confirmed the important consideration in NPC artificial intelligence development.

Exploring Elementary School Students' Image of Artificial Intelligence (인공지능에 대한 초등학생들의 이미지 탐색)

  • Shin, Sein;Ha, Minsu;Lee, Jun-Ki
    • Journal of Korean Elementary Science Education
    • /
    • v.37 no.2
    • /
    • pp.126-146
    • /
    • 2018
  • The current study explores students' views about artificial intelligence (AI) through analyses of their drawings and perceptions. The data were gathered from a total of 177 elementary school students. The constant comparative analysis was used as the data analysis method. Based on the result, the current study found that students' views about artificial intelligence were constructed into two distinct dimensions: form and relationship. The form dimension, students' views about artificial intelligence were categorized into human, household goods, machine, smart computer, electronic chip/algorithm, or the hybridized form related to the game of go such as AlphaGo. On the relationship dimension, students' views about artificial intelligence were categorized into servants, friends or enemy. Given the combination of two dimensions, the current study found two noted patterns. The first, students who viewed artificial intelligence as human form perceived artificial intelligence as a friend or an enemy. However, those who viewed artificial intelligence as non-human form perceived artificial intelligence as a servant or an enemy. Based on these results, educational implications related to the preparation of artificial intelligence era for elementary science education are discussed.

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.9
    • /
    • pp.15-20
    • /
    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.125-133
    • /
    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

  • PDF

Intelligent Resource Management Schemes for Systems, Services, and Applications of Cloud Computing Based on Artificial Intelligence

  • Lim, JongBeom;Lee, DaeWon;Chung, Kwang-Sik;Yu, HeonChang
    • Journal of Information Processing Systems
    • /
    • v.15 no.5
    • /
    • pp.1192-1200
    • /
    • 2019
  • Recently, artificial intelligence techniques have been widely used in the computer science field, such as the Internet of Things, big data, cloud computing, and mobile computing. In particular, resource management is of utmost importance for maintaining the quality of services, service-level agreements, and the availability of the system. In this paper, we review and analyze various ways to meet the requirements of cloud resource management based on artificial intelligence. We divide cloud resource management techniques based on artificial intelligence into three categories: fog computing systems, edge-cloud systems, and intelligent cloud computing systems. The aim of the paper is to propose an intelligent resource management scheme that manages mobile resources by monitoring devices' statuses and predicting their future stability based on one of the artificial intelligence techniques. We explore how our proposed resource management scheme can be extended to various cloud-based systems.

Artificial Agent-based Bargaining Game considering the Cost incurred in the Bargaining Stage (교섭 단계에서 발생하는 비용을 고려한 인공 에이전트 기반 교섭 게임)

  • Lee, Sangwook
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.292-300
    • /
    • 2020
  • According to the development of artificial intelligence technology, attempts have been made to interpret phenomena in various fields of the real world such as economic, social, and scientific fields through computer simulations using virtual artificial agents. In the existing artificial agent-based bargaining game analysis, there was a problem that did not reflect the cost incurred when the stage progresses in the real-world bargaining game and the depreciation of the bargaining target over time. This study intends to observe the effect on the bargaining game by adding the cost incurred in the bargaining stage and depreciation of the bargaining target over time (bargaining cost) to the previous artificial agent-based bargaining game model. As a result of the experiment, it was observed that as the cost incurred in the bargaining stage increased, the two artificial agents participating in the game had a share close to half the ratio and tried to conclude the negotiation in the early stage.

Development of the Poker Game Achievement Engine for Artificial Intelligence (인공지능 포커게임수행엔진 개발)

  • Park, Jong-Beom
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.11
    • /
    • pp.41-52
    • /
    • 2009
  • This thesis proposed the poker game achievement engine that makes it possible to execute a game against a gamer and embodied an engine clone that can perform a game on behalf of a gamer by cloning a gamer's game capability, disposition and habits by using the proposed engine. It could be a factor in making a game more intriguing if there would be a game achievement engine that is equipped with the game capability and disposition similar to a gamer. In addition, if a gamer's achievement robot were to be created by a gamer's game achievement capability, disposition for a game and habits, etc. through such a game achievement engine, it could be possible to use it for several sorts of game in a variety of forms.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.3
    • /
    • pp.65-73
    • /
    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

  • PDF

AI Pattern of the Side-scrolling Action Game (횡 스크롤액션 게임의 AI패턴 연구)

  • Cho, Ui-Ddum;Kim, Seung-Hyeon;Lee, Hee-Seok;Lee, Da-Som;Myeong, Jin-Lee;Lee, Hyun-Woo;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.289-292
    • /
    • 2014
  • 게임에서 AI(Artificial Intelligence)는 게임의 재미요소와 가장 밀접한 부분이며, 대부분의 게임에 포함되어 있다. 그러나 단순한 AI패턴은 게임플레이에 지속성을 저하시키며 게임의 재미요소 하락시키는 원인이 되기도 한다. 본 논문에서는 이러한 문제점을 극복하기 위해, 2D 횡 스크롤 액션 게임으로 "아트록스"를 개발하여 게임의 흥미를 높일 수 있는 AI패턴을 연구하였다.

  • PDF

A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • Korean Journal of Artificial Intelligence
    • /
    • v.9 no.2
    • /
    • pp.35-40
    • /
    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.