• Title/Summary/Keyword: defense game

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Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

Analysis on the Effectiveness of Capacity Pooling Under Game Situation (게임상황하에서 Capacity Pooling 효과에 관한 연구)

  • Nam, Yoon-Jin;Yoon, Bong-Kyoo
    • IE interfaces
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    • v.25 no.4
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    • pp.431-440
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    • 2012
  • Since pooling is a popular scheme in many areas to attain operational excellence, many researchers investigated the performance of pooling systems. However, rare research could be found on pooling with game situation which has much applicability to real world phenomenon. We analyze the performance of noncooperative pooling system with two servers having different sharing capacity. We investigate the sensitivity of the advantage of capacity pooling on the variation of system parameters, including sharing capacity numbers, pooling probability, pooling strategy and traffic intensity. As a result, we suggest an efficient control policy which facilitate the performance of pooling in a game situation.

Study on Index for Evaluation of Playing Ability in Team Sports

  • Min, Dae-Kee
    • Journal of the Korean Data and Information Science Society
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    • v.14 no.4
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    • pp.903-913
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    • 2003
  • The objective of the study is to develop a variety of different indices based upon the detailed data obtained through the computer input/analysis program developed recently. Through this new program, all the activities of players can be recorded on a real time basis and they can be analyzed statistically with different types of outputs. Therefore in this research, with the help of the database program, we will develop the indices for teamwork, goal making ability, offense/defense ability, individual player's contribution to the game, and various game related performances.

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A Study on Resolving Prisoner's Dilemma Using Incentives and Penalties (인센티브 및 패널티를 적용한 죄수의 딜레마 해소 방안에 관한 연구)

  • Lee, Jinho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.4
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    • pp.39-48
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    • 2019
  • This paper considers the Prisoner's Dilemma Game in which there exists a dilemma that the best response is that both players are to confess, but doing not confess can give a higher gain to the both players in a social perspective. To resolve such a dilemma in the game, an incentive model to encourage to confess and a penalty model for being imposed when not confessing are introduced, respectively. Then, the conditions are characterized under which incentive or penalty involved in the game's payoffs can make the game rational without a dilemma on both the personal and social perspectives, by taking the payoff values as variables with the incentive and penalty factors. Furthermore, it turns out that the resulting values of incentive and penalty are inversely proportional to each other, and thus, obtaining one of these amounts can provide the other. Simple examples are shown to interpret the theoretical verifications of our models, and randomly generated data based simulation results investigate the tendency of incentive and penalty and the resulting game values for a variety of instances. These results can provide a framework on resolving the dilemma by artificially putting incentive or penalty, although it is careful to apply more generalized real world games.

A Raid-Type War-Game Model Based on a Discrete Multi-Weapon Lanchester's Law

  • Baik, Seung-Won
    • Management Science and Financial Engineering
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    • v.19 no.2
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    • pp.31-36
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    • 2013
  • We propose a war-game model that is appropriate for a raid-type warfare in which, a priori, the maneuver of the attacker is relatively certain. The model is based on a multi-weapon extention of the Lanchester's law. Instead of a continuous time dynamic game with the differential equations from the Lanchester's law, however, we adopt a multi-period model relying on a time-discretization of the Lanchester's law. Despite the obvious limitation that two players make a move only on the discrete time epochs, the pragmatic model has a manifold justification. The existence of an equilibrium is readily established by its equivalence to a finite zero-sum game, the existence of whose equilibrium is, in turn, well-known to be no other than the LP-duality. It implies then that the war-game model dictates optimal strategies for both players under the assumption that any strategy choice of each player will be responded by a best strategy of her opponent. The model, therefore, provides a sound ground for finding an efficient reinforcement of a defense system that guarantees peaceful equilibria.

Optimization of Destroyer Deployment for Effectively Detecting an SLBM based on a Two-Person Zero-Sum Game (2인 제로섬 게임 기반의 효과적인 SLBM 탐지를 위한 구축함 배치 최적화)

  • Lee, Jinho
    • Journal of the Korea Society for Simulation
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    • v.27 no.1
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    • pp.39-49
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    • 2018
  • An SLBM (submarine-launched ballistic missile) seriously threatens the national security due to its stealthiness that makes it difficult to detect in advance. We consider a destroyer deployment optimization problem for effectively detecting an SLBM. An optimization model is based on the two-person zero-sum game in which an adversary determines the firing and arriving places with an appropriate trajectory that provides a low detection probability, and we establish a destroyer deployment plan that guarantees the possibly highest detection probability. The proposed two-person zero-sum game model can be solved with the corresponding linear programming model, and we perform computational studies with a randomly generated area and scenario and show the optimal mixed strategies for both the players in the game.

An Intelligent Game Theoretic Model With Machine Learning For Online Cybersecurity Risk Management

  • Alharbi, Talal
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.390-399
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    • 2022
  • Cyber security and resilience are phrases that describe safeguards of ICTs (information and communication technologies) from cyber-attacks or mitigations of cyber event impacts. The sole purpose of Risk models are detections, analyses, and handling by considering all relevant perceptions of risks. The current research effort has resulted in the development of a new paradigm for safeguarding services offered online which can be utilized by both service providers and users. customers. However, rather of relying on detailed studies, this approach emphasizes task selection and execution that leads to successful risk treatment outcomes. Modelling intelligent CSGs (Cyber Security Games) using MLTs (machine learning techniques) was the focus of this research. By limiting mission risk, CSGs maximize ability of systems to operate unhindered in cyber environments. The suggested framework's main components are the Threat and Risk models. These models are tailored to meet the special characteristics of online services as well as the cyberspace environment. A risk management procedure is included in the framework. Risk scores are computed by combining probabilities of successful attacks with findings of impact models that predict cyber catastrophe consequences. To assess successful attacks, models emulating defense against threats can be used in topologies. CSGs consider widespread interconnectivity of cyber systems which forces defending all multi-step attack paths. In contrast, attackers just need one of the paths to succeed. CSGs are game-theoretic methods for identifying defense measures and reducing risks for systems and probe for maximum cyber risks using game formulations (MiniMax). To detect the impacts, the attacker player creates an attack tree for each state of the game using a modified Extreme Gradient Boosting Decision Tree (that sees numerous compromises ahead). Based on the findings, the proposed model has a high level of security for the web sources used in the experiment.

Performances analysis of football matches (축구경기의 경기력분석)

  • Min, Dae Kee;Lee, Young-Soo;Kim, Yong-Rae
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.187-196
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    • 2015
  • The team's performances were analyzed by evaluating the scores gained by their offense and the scores allowed by their defense. To evaluate the team's attacking and defending abilities, we also considered the factors that contributed the team's gained points or the opposing team's gained points? In order to analyze the outcome of the games, three prediction models were used such as decision trees, logistic regression, and discriminant analysis. As a result, the factors associated with the defense showed a decisive influence in determining the game results. We analyzed the offense and defense by using the response variable. This showed that the major factors predicting the offense were non-stop pass and attack speed and the major factor predicting the defense were the distance between right and left players and the distance between front line attackers and rearmost defenders during the game.

The Impact of Information-Centric Force Improvements on Deterrence of Invasion: A Game-Theoretic Analysis (정보중심 전력증강의 전쟁억제 효과: 게임이론적 분석)

  • Cho, Jea-Yeong;Kim, Seung-Kwon
    • Journal of the military operations research society of Korea
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    • v.31 no.1
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    • pp.1-13
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    • 2005
  • Due to the rapid developments in information and computer technology, the warfare paradigm is being transformed into information-centric and knowledge-based warfare. This atmosphere may have significant impact on the ROK armed forces' Force Improvement Plans (FIP) which is documented in 'Defense White Paper 2004'. We focus here on the relationship of information-centric force and deterrence of invasion. Particularly, we are interested in understanding the level of information superiority that might be required to deter the invasion. In order to solve this problem, we employed two-sided, zero-sum strategic game to simulate the outcome with six hypothetical cases devised by varying the level of information superiority.