• Title/Summary/Keyword: game-behaviors

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Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

An Effect of Gaming Behavior by Mobil Game User on Intention of Continuous Usage (모바일게임 이용자의 게임 태도가 지속사용 의도에 미치는 영향)

  • Shim, Sun-Ae;Im, Cheon-Hyuk;Jung, Hyung-Won
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.141-149
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    • 2017
  • This study is to determine the relationship between gaming behaviors by mobile game users and intention of continuous use of games. A behavior is a reaction against some subject or event, and in general, it brings consistent action and predictable reaction. For this study, the survey has been performed to adult mobile game users over 20 years old in Korea and China, and the collected data have been used in the hierarchical multiple regression analysis using SPSS 20.0, the statistical package program. As a result of study, if gaming behaviors are not concerned, more male not from Korea (from China) showed higher intention of continuous use. Furthermore, as a result of evaluating the effect of gaming behaviors of mobile game users on intention of continuous use, cognitive behaviors and behavioral attitudes also showed significant positive correlation.

An Improved Generation Maintenance Strategy Analysis in Competitive Electricity Markets Using Non-Cooperative Dynamic Game Theory (비협조 동적게임이론을 이용한 경쟁적 전력시장의 발전기 보수계획 전략 분석)

  • 김진호;박종배;김발호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.9
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    • pp.542-549
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    • 2003
  • In this paper, a novel approach to generator maintenance scheduling strategy in competitive electricity markets based on non-cooperative dynamic game theory is presented. The main contribution of this study can be considered to develop a game-theoretic framework for analyzing strategic behaviors of generating companies (Gencos) from the standpoints of the generator maintenance-scheduling problem (GMP) game. To obtain the equilibrium solution for the GMP game, the GMP problem is formulated as a dynamic non-cooperative game with complete information. In the proposed game, the players correspond to the profit-maximizing individual Gencos, and the payoff of each player is defined as the profits from the energy market. The optimal maintenance schedule is defined by subgame perfect equilibrium of the game. Numerical results for two-Genco system by both proposed method and conventional one are used to demonstrate that 1) the proposed framework can be successfully applied in analyzing the strategic behaviors of each Genco in changed markets and 2) both methods show considerably different results in terms of market stability or system reliability. The result indicates that generator maintenance scheduling strategy is one of the crucial strategic decision-makings whereby Gencos can maximize their profits in a competitive market environment.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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The game of safety behaviors among different departments of the nuclear power plants

  • Yuan, Da;Wang, Hanqing;Wu, Jian
    • Nuclear Engineering and Technology
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    • v.54 no.3
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    • pp.909-916
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    • 2022
  • To study the developments and variations of unsafe behaviors in nuclear power plants thus reduce the possibility of human-related accidents, this paper, based on the Game Theory, focused on the changes in benefits of the Department of Management, Operational and Emergency in a nuclear power plant, and established the expected revenue functions of these departments. Additionally, the preventive measures of unsafe behaviors in nuclear power plants were also presented in terms of these 3 departments. Results showed that the violations of the Operation Department (OD) and the Emergency Department (ED) were not only relevant with the factors such as their own risks, costs, and the responsibility-sharing due to accidents, but also affected by the safety investments from the Management Department (MD). Furthermore, results also showed that the accident-induced responsibility-sharing of both the OD and the ED would rise, if the MD increased the investments in safety. As a result, the probability of violation behaviors of these 3 departments would be attenuated consciously, which would reduce the unsafe behaviors in the nuclear power plants significantly.

Generating various NPCs Behavior using Inference of Stochastic Finite Automata (확률 유한오토마타의 추론을 이용한 다양한 NPC의 행동양식 생성에 관한 기법 연구)

  • Cho, Kyung-Eun;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.52-59
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    • 2002
  • This paper introduces FSM, statistical FSM and NFA that are used for assigning behaviors of NPCs in computer games. We propose a new method for remedy of the weakness of previous studies. We use the method of inferencing stochastic grammars to generate NPCs behaviors. Using this method we can generate a lot of MPCs or Computer Players behaviors automatically and the games will be more enjoyable.

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Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.

Detecting malicious behaviors in MMORPG by applying motivation theory (모티베이션 이론을 이용한 온라인 게임 내 부정행위 탐지)

  • Lee, Jae-hyuk;Kang, Sung Wook;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.69-78
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    • 2015
  • As the online game industry has been growing rapidly, more and more malicious activities to gain economic benefits have been reported as well. Game bot is one of the biggest problems in the online game industry. So we proposed a bot detection method based on the ERG theory of motivation for the first time. Most of the previous studies focused on behavior-based detection by monitoring patterns of the specific actions. In this paper, we applied the motivation theory to analyze user behaviors on a real game dataset. The result shows that normal users in the game followed the ERG theory of motivation in the same way as it works in real world. But in the case of game bots, the theory could not be applied because the game bot has specific reasons, unlike normal game users. We applied the ERG theory to users to distinguish game bot users from normal users. We detected the game bot with high accuracy of 99.78% by applying the theory.

The effect of game-based dual-task training for executive function and repetitive behaviors in patients with autism

  • Yu, Jae-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.394-395
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    • 2022
  • Exergames are playing an important role in healthcare/rehabilitation. It has also been used to improve motivation among patients with reduced cognition. The purpose of this pilot study was to evaluate the feasibility of using augmented reality (AR) with game-based cognitive-motor training programs for executive function, restricted and repetitive behaviors (RRBs) in children with autism spectrum disorder. Sixteen children aged 6 -16 years were randomly allocated to the experimental group and control group. Outcome measures were performed before and after the intervention and included executive function, restricted and repetitive behavior. A satisfactory survey was conducted post-intervention. A statistically significant improvement was observed in working memory and cognitive flexibility in the experimental group (P<0.05). However, despite no statistical improvements in cognitive inhibition and four subscales of RRBs, promising changes were observed in all the subscales of the executive function and the behavioral outcomes. Parents appreciated the program and children enjoyed the interaction with the AR game-based training. The findings of this preliminary feasibility study showed that AR using Kinect v2 motion with a cognitive-motor game content can be used for children with autism. However, there is a need for conducting a large-scale study to evaluate his effectiveness on executive function and restricted and repetitive behaviors.

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