• Title/Summary/Keyword: game legal

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The UCT algorithm applied to find the best first move in the game of Tic-Tac-Toe (삼목 게임에서 최상의 첫 수를 구하기 위해 적용된 신뢰상한트리 알고리즘)

  • Lee, Byung-Doo;Park, Dong-Soo;Choi, Young-Wook
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.109-118
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    • 2015
  • The game of Go originated from ancient China is regarded as one of the most difficult challenges in the filed of AI. Over the past few years, the top computer Go programs based on MCTS have surprisingly beaten professional players with handicap. MCTS is an approach that simulates a random sequence of legal moves until the game is ended, and replaced the traditional knowledge-based approach. We applied the UCT algorithm which is a MCTS variant to the game of Tic-Tac-Toe for finding the best first move, and compared it with the result generated by a pure MCTS. Furthermore, we introduced and compared the performances of epsilon-Greedy algorithm and UCB algorithm for solving the Multi-Armed Bandit problem to understand the UCB.

Developing an Equilibrium Analysis Model of Cartel Game under Leniency Programs (자진신고자 감면제도하의 담합 게임에 대한 균형분석모형 개발)

  • Park, Jihyun;Ahn, Suneung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.36 no.4
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    • pp.77-83
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    • 2013
  • This study is to develop a mathematical analysis model to grasp the behaviors of cartels. Cartels are formed tacitly and cause tremendous damage to consumers in modern society which is composed of advanced industry structure. The government authorities have instituted the leniency programs to respond cartels. However, cartels will continue unless there are legal sanctions against cartels based on an accurate analysis of leniency programs. The proposed cartel equilibrium analysis model is a mathematical behavior model which is based on the existing methods and the prison's dilemma of game theory. Therefore, the model has a form of pay off matrix of two players. We use a iterated polymatrix approximation (IPA) method to deduct a Nash equilibrium point. The model is validated by an empirical analysis as well.

What makes us to be crazy about digital games? - A Philosophical Concern on the Nature of GameWorld and Its Members- (왜 게임은 우리를 미치게 만드는가? -게임세계의 본성에 대한 철학적 분석-)

  • Yoh, Myeung-Sook
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.684-691
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    • 2006
  • 컴퓨터 게임은 이미 전세계적으로 가장 영향력 있는 엔터테인먼트 장르로서 자리잡아가고 있고, 우리나라에서도 차세대 성장동력산업의 핵심으로 간주하여 막대한 투자가 이루어지고 있지만, 어느 산업보다도 정책적 일관성을 유지하기 어렵고 일반인들의 정서적 공감대를 얻어내기 어려운 실정이다. 그 이유는 아직 게임행위와 그로 인한 결과물들에 대한 견실한 가치론이 구축되지 못했기 때문인데, 더 근원적으로는 제반 디지털 문화현상과 양립 가능한 세계관과 인간관의 기초개념이 정립되지 못했기 때문이라고 볼 수 있다. 바야흐로 게임의 철학이 요청되는 시점이다. 본 논문은 이러한 상황인식하에, 우리나라 디지털문화에 내재된 이중규범과 존재론적 전제의 오류들을 검토하고, 계산주의(Computationalism)와 가상실재론(Virtual Realism)이라는 이론적 맥락을 토대로 온라인 게임, 가상현실 그리고 현실이 일관되게 상호작용하는 구조를 밝히고자 한다. 그러한 과정에서 게임 폐인과 스타 게이머의 간극, 아이템 현금거래의 정당성, 인기있는 게임의 철학적 이유, 게임 심의규정의 현실 적합성 등에 대한 논의가 이루어질 것이며, 궁극적으로 게임은 단순한 엔터테인먼트 매체가 아니라 그 자체로서 '생활양식(form of life)'이기 때문에 어느 관공서의 표어처럼 말 그대로 "게임으로 하나되는 세상"이 가능하다는 결론에 이르게 될 것이다.

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Metabus culture and intellectual property. (메타버스 문화와 지적재산)

  • Seok, yeonseon;Kim, Soo dong;Kim, Deok min;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.15 no.1
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    • pp.27-36
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    • 2022
  • Metabus, currently represented by Second Life on the Internet, is the next-generation 3DCG Internet world in which the 2D Internet world has evolved, and has grown as a new ICT culture of mankind that can replace real society with virtual society. As such, the reason why the world of metabus has rapidly expanded is that the era of 3D Internet has arrived due to the evolution of the Internet, which only used information, and the spread of 5G communication in user-participating WEB. However, there are many situations in which laws do not exist in this virtual world and various illegal acts occur. As the Internet culture developed earlier, illegal activities by users began to appear, and as the legal responsibility of Internet providers was discussed, mankind quickly passed the Millennium Copyright Act or introduced new copyright protection measures such as technical protection, transmission rights, and rights management information. Therefore, this paper reviews and studies how to accept and further grow this new metabus culture, including the viewpoint of intellectual property.

Evaluation of Indoor ETS Exposure Levels in Pubs, PC Game Rooms, and Billiards Halls around a University Campus using PM2.5 Concentrations (대학 캠퍼스 주변 호프집, PC방, 당구장의 실내 PM2.5 농도를 통한 ETS 노출 수준 평가)

  • Lee, Jae Hwan;Park, Donguk;Ha, Kwonchul
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.26 no.4
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    • pp.411-417
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    • 2016
  • Objectives: The aims of this study were to determine the indoor level of environmental tobacco smoke (ETS) and to assess the implementation rate of smoke-free laws at hospitality venues around a university campus by measuring particulate matter smaller than $2.5{\mu}m$ ($PM_{2.5}$) as an indicator of ETS. Materials and Methods: We measured indoor $PM_{2.5}$ concentrations at 20 PC game rooms, 20 pubs, and 20 billiards halls using Sidepak AM510, a direct reading portable real time monitor, from October to December 2015. Results: Smoking was observed in 65% of the PC game rooms, 10% of pubs, and 85% of billiards halls. The average $PM_{2.5}$ concentrations were $98.2{\mu}g/m^3$, $29.0{\mu}g/m^3$, and $134.2{\mu}g/m^3$ at PC game rooms, pubs, and billiards halls, respectively. $PM_{2.5}$ concentrations in PC game rooms and billiards halls were 2 to 2.7 times higher than the 24-hour exposure standard for outdoor $PM_{2.5}$ ($50{\mu}g/m^3$) by the Ministry of Environment. Conclusions: Although a smoking ban has been implemented for PC rooms and pubs, smoking is still taking place in many of these places. More stringent legal action is required for successfully protecting patrons and workers from secondhand smoke exposure. A ban on smoking in billiards halls should be introduced as quickly as possible.

VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

Effect of Inclusive Institution on Economic Development : Focus on the institutionalization of the game industry in Korea and Germany (포용적 제도가 경제발전에 미치는 영향 : 한국과 독일의 게임산업 제도화를 중심으로)

  • Seok, Seung-Hye;Shryu, Seung-Hoo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.57-78
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    • 2015
  • This Study is the effect of the inclusive institution on a nation's economic development. Therefore, we focused on the gaming industry as an index that can drive the economic growth in the future. The reason to compare the game institution in South Korea and Germany is that both countries began to develop the game by the State, but the game institution in South Korea and Germany at the present time are sharply opposed, because the institutions can focus on the main points that are experiencing this difference. The results of this study, first, open/closed network in institutionalized aspect affects the social status of the game. This second, game workers in the legal institution has been classified as artists in Germany, as addicts in South Korea. And, Germany also has incentives to creators protected profits reinvested in the gaming industry, Korea leads to punitive exploitation is being transferred to the group for addiction treatment that revenue. Third, this exclusive and inclusive institutional system could affect the stable growth of the game market. As a result, South Korea's state institutions will notice that you get a result away from opportunities for economic development due to the loss of inclusiveness.

A Study on the Identity and Administration of Toy Library in South Korea (장난감도서관의 정체성 및 운영 실태 분석 연구)

  • Lee, Jong-Moon
    • Journal of Korean Library and Information Science Society
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    • v.44 no.3
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    • pp.75-98
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    • 2013
  • This study aimed to identify the problems of toy libraries by investigating and analyzing the identity and administration of toy library and so to propose the approaches to improve the legal and administrative status of toy library. In accordance with the analysis, only 9.8%(5) of 51 toy libraries in Korea was established on the basis of the Libraries Act. Most toy libraries were established and operated without any basis on legal institutions or toy library ordinances of local authorities(45%). The purposes of establishment were different from the identity of toy library specified in the provisions of Clause 1, 2 and 3, Article 2, Libraries Act, as 82.4% of toy libraries was established for rental of toys, providing game data and cultural activity service and distributing game programs. For the legal registration standards based on the Libraries Act, it was found that 96.1% exceeded the floorage requirements, 92.3% exceeded the seating requirement and 45.1% exceeded the collection requirement on the basis of the small libraries. Only 13.7% employed the librarians. Next, most toy libraries secured just 70% of the required budget. In conclusion, this study proposed the local authorities to establish the ordinances related to toy library on the basis of the Libraries Act. Next, it was also proposed for the toy libraries to register themselves in accordance with the Libraries Act for securing the legal status. Finally, the local authorities need to rationalize and support the budgets for rationalizing the administration of toy libraries.

Virtual Economy Typology-Focus on Online Games (가상경제 유형론-온라인 게임을 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.43-52
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    • 2009
  • Online game is the most popular representative example of the fast growing virtual world. Also, influence of interaction between virtual and real world is getting greater, and much discussion about virtual world and economy. However, it is often overlooked that the types of virtual economy can be very diverse depending on conditions of social and legal environment and policies of companies. Therefore, the influence of interactions between virtual world and real world is not managed by government and companies properly enough. We propose that virtual world is a system which has six types of agents and five types of transactions. Then there are twenty-four combinations, and we illustrated four typical combinations among them to explain practical applications of our model. The purpose of our categorization is not only to help to understand characteristics but also to provide insights for management and improvement for virtual worlds.

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A Study of Network Forensic for IDS (IDS 관제를 위한 네트워크 포렌식 연구)

  • Lee, Gi-Sung;No, Si-Young;Park, Sang-Joon;Lee, Jong-Chan;Lee, Seong-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.467-473
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    • 2011
  • The Network-packet in this Paper to ensure the integrity of the legal evidence is effect that can have is to offer an Network-forensics system. The Paper proposed Network-forensics system in the company through legal disputes accident Networking and state agency (with investigative authority) for criminal investigations in networking for the effective and correct way to present a report of user-centric services through effective awareness can be improved.