• Title/Summary/Keyword: role-playing game

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Enhanced MCTS Algorithm for Generating AI Agents in General Video Games (일반적인 비디오 게임의 AI 에이전트 생성을 위한 개선된 MCTS 알고리즘)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • The Journal of Information Systems
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    • v.25 no.4
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    • pp.23-36
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    • 2016
  • Purpose Recently, many researchers have paid much attention to the Artificial Intelligence fields of GVGP, PCG. The paper suggests that the improved MCTS algorithm to apply for the framework can generate better AI agent. Design/methodology/approach As noted, the MCTS generate magnificent performance without an advanced training and in turn, fit applying to the field of GVGP which does not need prior knowledge. The improved and modified MCTS shows that the survival rate is increased interestingly and the search can be done in a significant way. The study was done with 2 different sets. Findings The results showed that the 10 training set which was not given any prior knowledge and the other training set which played a role as validation set generated better performance than the existed MCTS algorithm. Besed upon the results, the further study was suggested.

Rapid System Design/Validation Method through Scenario Based Role Playing Game -for Package Based System Implementation- (시나리오 역학 게임을 통한 신속 시스템 설계/검증방법 -패키지 응용시스템을 대상으로-)

  • 예동경;이용재;강두호;최열현
    • CDE review
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    • v.4 no.2
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    • pp.30-35
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    • 1998
  • Recently, many enterprises wish to preoccupy competitive positions in the market by motivating themselves towards CALS(Commerce At Light Speed) and try hard to achieve system implementation with the use of new concept-based backbone systems such as ERP(Enterprise Resource Planning) or PDM(Product Data Management). However, unfortunately there is an inevitable discrepancy during implementation period between package vendors and customers due to lack of clear methodology and misunderstanding about system. In some cases, consensus on partially verified system design invokes customers'continuous change demands and often it tends to result in unnecessary project delays. PDM application system implementation project of the company L has been studied here to solve these sorts of problems. The major yields of this work are achievement of a willing approval from customers and rapid system design under a time-limited and conceptually defined project scope and finally, through fully verified system design, we were able to reach successful system implementation.

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A Study on Analysis of Initial Contents in MMORPG (MMORPG 의 초기콘텐츠 분석)

  • Jung, Jai-Min;Oh, Gyu-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.179-182
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    • 2005
  • 컴퓨터 게임 중 MMORPG(Massively Multi-player Online Role Playing Game)는 다른 장르(Genre)의 게임들과 비교하여 상대적으로 개발 기간이 매우 길고, 게임을 구성하는 콘텐츠(contents)도 매우 방대하다. 그러나, MMORPG 를 처음 접하는 플레이어(Player)는 대부분의 경우, 단지 몇 시간 정도의 게임을 해본 후에 게임을 계속할지를 결정한다. 따라서, 플레이어가 게임을 지속적으로 즐기도록 하기 위해서 MMORPG 의 초기에 어떤 콘텐츠를 어떻게 제공할 것인지에 대한 설계는 매우 중요하다. 본 논문에서는 현재 성공적으로 평가되는 MMORPG 들의 초기콘텐츠를 분석하고 이 분석을 기반으로 효과적인 초기콘텐츠 구성에 대해 기술한다. 이러한 연구는 개발되는 MMORPG 에서 초기 콘텐츠를 어떻게 효과적으로 구성할지에 대한 대안을 제시한다.

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The Study of Assess Center Method Applied to Military General's Promotion System (군 장성 진급 제도 개선에 관한 연구-역량 평가위원회 제도 도입을 중심으로)

  • Kim, Won-Hyeong
    • Journal of National Security and Military Science
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    • s.3
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    • pp.243-263
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    • 2005
  • The purpose of present study is to applied center assess method to Military General's Promotion System. This study aim to examine assessment center method based on core competency model will be applied to Military General's Promotion System and Human Resource Management. This study propose that Military General's core competency model based on job analysis to identify competency of Army, Navy, Air Force's Generals and to identify the consequences and performances of assess center method. This study propose that assess center method applied to Military General's Promotion System have many kinds. Facilitated Simulation methods were Planning and Analysis /Oral Presentation, Presentation management Coaching, customer /Peer lnteraction. Non-facilitated Simulation methods were In-Basket game, Leaderless Group Discussion, role playing. And this study propose that Military General's assessment center method based on core competency model will be effective in Military field.

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Design of Dynamic Map-Divide System for Load Distribution of MMORPG (Massively Multi-player Online Role Playing Game) (MMORPG 부하 분산을 위한 동적 맵 분할 시스템 설계)

  • Lee Jeongjin;Doo Gilsoo;Ann Dongun;Chung Seungjong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.802-804
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    • 2005
  • 오늘날의 대규모 온라인 네트워크 게임은 동시에 수만에서 수십만 명이 접속하여 게임을 즐기는 서버/클라이언트 개념을 사용하고 있다. 접속하는 클라이언트의 수가 증가함에 따라 서버에서 다수의 클라이언트 유저를 지원하기 위해서는 게임 서버가 이를 처리할 수 있어야 한다. 이를 위해 게임서버 구조에 대한 연구들이 이루어지고 있다. 하지만 현재까지의 많은 서버들이 유동적인 클라이언트를 정적인 시스템으로 대처하기엔 문제점을 가지고 있다. 본 논문에서는 기존 게임서버에서 부하 분산방식의 구조적 단점을 보완하고, 부하를 최소화 할 수 있는 동적 부하 분산 방법을 제안한다.

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Traffic Comparison of a Series of MMORPGs

  • Kim, Jae-Cheol;Kim, In-Taek;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2006.05a
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    • pp.233-240
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    • 2006
  • This paper measures and compares the traffic of a series of Massively Multiplayer On-line Role Playing Games(MMORPG). The target games are 'Lineage' and 'Lineage II' developed by NCsoft, which are ones of the world's largest MMORPGs in terms of the number of concurrent users. We collected about 1 tera bytes of packets of 'Lineage II' for four days including a weekend. These packets are analyzed and compared with those of 'Lineage.' Packet size, packet inter-arrival time, and bandwidth usage are compared. The traffic of the two games shows much difference because original 'Lineage' is a kind of 2-D based MMORPG, while 'Lineage II' is 3-D based. By comparing the characteristics of the traffic of these games, we can anticipate future needs of network and game structure.

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Implementation of the Travel RPG Application Based on Augmented Reality (증강현실 기반의 여행 RPG 어플리케이션 구현)

  • Yun, Su Bin;Hong, Seon Su;Park, Yeon-U;Lee, Ki Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.546-547
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    • 2019
  • 본 논문은 증강현실 기술과 GPS 기능을 합친 여행 어플리케이션으로 사용자가 어플리케이션 내에 지정된 장소로 가서 화면을 비췄을 때 화면 내에서 관광지에 대한 정보를 얻을 수 있고, 그 장소에 실제로 다녀간 사용자들이 남긴 다양한 주변 정보들 까지 한눈에 볼 수 있도록 개발하였다. 증강현실을 통해 여행정보와 현장에서 작성한 후기를 제공하고 여행지에서의 증강현실 퀘스트 수행에 따라 경험치와 훈장 등의 보상으로 RPG(Role-Playing Game)성장 방식의 몰입감과 재미요소를 제공함으로써 사용자가 실용적인 정보를 실시간 현장 화면과 함께 몰입할 수 있는 서비스를 제공한다.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • v.6 no.2
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'- (스토리 전달을 위한 게임연출에서 인터랙션 무비의 분류와 의미 -비디오게임'언차티드2'를 중심으로-)

  • Kim, Yeong-Sil;Yang, Hwang-Kyu;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.102-110
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    • 2011
  • This study is to reveal the meaning of the interaction between a player and a game with the approach of an operational interaction such as joystick and keyboard, and also a representational interaction that the player takes during the game. It has been usually recognized that cut-scene in existing games is just limited to the role of opening scene that delivers mainly a background story of the game, and has the only passive function that serves additionally the expression of the state of the player or the replay of the results of the player's action. But in the aspect of game-direction, the study of the player's action about the interaction movie of 'Uncharted2', for example, one of the most representative video games, shows the possible classification of interaction movie along with three functions(situation direction, induced selective-action, information transfer). As a result, it is judged that interaction movie is not an additional element for the game-play, but rather takes the function of as an interface. The effective application of interaction movie could help a smooth connection between the recognizability from the view point of the player and the playing from the main character's viewpoint, ultimately leading to a direct means to maximize the delivery of the story.

Development of RPG-based Cognitive Behavioral Group Therapy for Reducing Delinquency in Adolescents (청소년의 비행 문제 감소를 위한 롤플레잉게임형식 인지행동 집단치료 프로그램의 개발)

  • Bae, Seonghoon;You, Sungeun
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.471-499
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    • 2019
  • The purpose of this study was to develop a program that reduces adolescent delinquency and enhances adolescents' social problem-solving, emotional regulation, and self-control skills and to assess the effectiveness of the program. The program was administered in the form of a role-playing game ("RPG") to increase the participants' motivation to participate in and the effectiveness of the therapy. The subjects in this study were 36 adolescents who engaged in delinquent behavior and their 18 homeroom teachers in middle schools located in Seoul and Gyeonggi Province. The subjects were randomly assigned to the experimental group or the comparison group. The experimental group received the proposed RPG-based cognitive behavioral group therapy while comparison group received problem-solving group therapy. Teachers in the experimental group were educated about how to guide their students following each therapy session while teachers in the comparison group did not receive any education. The dependent variables in this study were incidences of delinquent behavior and social problem-solving, emotional regulation, and self-control skill level. Each variable was assessed before treatment, immediately after the end of the full treatment program, and two months after the end of the full treatment program. At the end of the full treatment program, the experimental group engaged statistically significantly in fewer delinquent behaviors and displayed statistically significantly higher levels of social problem-solving, emotional regulation, and self-control skills than the comparison group. These differences persisted until the assessment two months after the end of the full treatment program. Moreover, the experimental group reported higher levels of satisfaction with the treatment program than the comparison group. The findings of this study suggest that this RPG-based cognitive behavioral group therapy program is effective at reducing adolescent delinquency, improving adolescents' social and emotional management techniques and strategies for avoiding delinquency, and in motivating delinquent adolescents to engage more actively in treatment.