• Title/Summary/Keyword: 게임전략

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A Study on the Success Strategies of Korean Women's Games (한국 여성향 게임의 성공 전략에 관한 연구)

  • Lee, Seong-Hyeon;Kim, Da-in;Ma, Jeong-Ah;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.63-66
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    • 2019
  • 국내 모바일 게임 시장에서 여성 유저가 차지하고 있는 비율 및 소비 규모는 점점 증가하고 있는 추세이다. 그러나 국내 게임 시장에는 이러한 여성 유저의 마음을 잡을 수 있는 게임의 폭이 좁을 뿐만 아니라 그에 대한 분석이 제대로 이루어지지 않고 있다. 본 논문에서는 국내 여성향 게임 시장의 확대 가능성이 있다는 가정 하에 한국보다 앞서 큰 시장을 이루고 있는 일본 여성향 게임의 특징을 분석하고 그를 토대로 한국 여성향 게임에 적용할 수 있는 성공 전략을 제시하고자 한다.

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Observation of Bargaining Game using Co-evolution between Particle Swarm Optimization and Differential Evolution (입자군집최적화와 차분진화알고리즘 간의 공진화를 활용한 교섭게임 관찰)

  • Lee, Sangwook
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.549-557
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    • 2014
  • Recently, analysis of bargaining game using evolutionary computation is essential issues in field of game theory. In this paper, we observe a bargaining game using co-evolution between two heterogenous artificial agents. In oder to model two artificial agents, we use a particle swarm optimization and a differential evolution. We investigate algorithm parameters for the best performance and observe that which strategy is better in the bargaining game under the co-evolution between two heterogenous artificial agents. Experimental simulation results show that particle swarm optimization outperforms differential evolution in the bargaining game.

Systematic Evaluation of Strategic Coalition in the IPD Game with Multi-agents (다중에이전트를 이용한 IPD 게임에서 전략적 연합의 체계적 성능 평가)

  • Yang, Seung-Ryong;Cho, Sung-Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.315-318
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    • 2002
  • 반복적 죄수의 딜레마 게임은 사회적 상호작용, 경제활동, 국제관계 등 다양한 현상들을 모델링하기 위한 하나의 방법이다. Axelrod가 이 게임을 제안한 이래, 많은 학자들이 다양한 방법으로 연구를 진행해 왔으나 대부분은 게임자 개인 전략이나 이득함수의 개선에 중점을 두었다. 본 논문에서는 죄수의 딜레마 게임에서 다양한 개체 선택방법과 의사결정 방법을 이용한 전략적 연합을 적용함으로써 일반화 성능을 높이는 결과를 도출하였다. 전략적 연합은 결합 조건이 만족할 경우 자율적으로 형성될 수 있으며, 연합에서의 의사결정은 개인의 의사결정보다 우수하다는 가정 하에 실험을 진행하였다. 실험 결과는 이러한 가정을 뒷받침하여 전략적 연합을 이용한 전략이 테스트 전략에 대해 일반화 성능이 우수함을 보여주고 있다.

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An Effect of Using Computer Game in Learning Strategies and the Attainment Degree of Studies (컴퓨터 게임의 이용행태가 학습전략과 학업성취도에 미치는 영향)

  • Shin, Soon-Young;Suk, Chang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.79-89
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    • 2002
  • The purpose of this study is to examine the correlations between the computer game strategies that are to be mastered according to the frequency of using games and the learning strategies, and to make sure of if there is any significant difference in their attainment degrees of studies or not. On the whole, a statistically significant difference was found in the relations between the game strategies and the learning strategies, and the study attainment degrees also showed a statistically significant difference. In other words, the computer game can possibly help students improve their study strategies, accordingly, increase their study attainment extents. In case that students successfully use the computer game, it can make an effective influence on their improving the studying strategies.

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A Study of Analyzing Realtime Strategy Game Data using Data Mining (Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석)

  • Yong, Hye-Ryeon;Kim, Do-Jin;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.59-68
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    • 2015
  • The progress in Information & Communication Technology enables data scientists to analyze big data for identifying peoples' daily lives and tacit preferences. A variety of industries already aware the potential usefulness of analyzing big data. However limited use of big data has been performed in game industry. In this research, we adopt data mining technique to analyze data gathered from a strategic simulation game. Decision Tree, Random Forest, Multi-class SVM, and Linear Regression techniques are used to find the most important variables to users' game levels. We provide practical guides for game design and usability based on the analyzed results.

A Scheme for Efficient Synchronization on Real Time Strategy Games (실시간 전략 시뮬레이션 게임에서의 효율적인 동기화 기법)

  • Kim, Hye-Young;Im, Young-Jong
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.83-92
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    • 2010
  • The command that game users give should be reflected to the game immediately and should be transferred to several objects at once. Also, all game users who participate in game should keep the same progress situation in Real-Time Strategy game. But it takes a certain amount of time to get the command pass to other users, and it is important issue that many commands are synchronized in a short amount of time on server of RTS game. Therefore we propose a scheme for an efficient synchronization based on event locking method on RTS game in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

Innovative Capabilities of NCsoft, the Leading Firm in the Korean Online Games Industry (게임산업 선도기업의 혁신역량 분석과 시사점 : 엔씨소프트를 사례로)

  • Choi, Ji-Sun;Kim, Hyung-Jin
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.51-63
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    • 2010
  • This paper investigates the innovative capabilities of the leading company in the Korean online games industry, 'NCsoft'. The company is analyzed with the three types of innovation capabilities such as the capability to manage core competencies, the capability to integrate internal and external knowledge source, and the capability to build innovation policy/strategy. This paper concludes with suggesting the future strategies of the NCsoft by each capability.

A Case Analysis of Inference of Mathematical Gifted Students in the NIM Game (NIM 게임에서 수학 영재의 필승전략에 대한 추론 사례)

  • Park, Dal-Won
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.405-422
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    • 2017
  • Nim games were divided into three stages : one file, two files and three files game, and inquiry activities were conducted for middle school mathematically gifted students. In the first stage, students easily found a winning strategy through deductive reasoning. In the second stage, students found a winning strategy with deductive reasoning or inductive reasoning, but found an error in inductive reasoning. In the third stage, no students found a winning strategy with deductive reasoning and errors were found in the induction reasoning process. It is found that the tendency to unconditionally generalize the pattern that is formed in the finite number of cases is the cause of the error. As a result of visually presenting the binary boxes to students, students were able to easily identify the pattern of victory and defeat, recognize the winning strategy through game activities, and some students could reach a stage of justifying the winning strategy.

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An Analysis of Game Strategy and User Behavior Pattern Using Big Data: Focused on Battlegrounds Game (빅데이터를 활용한 게임 전략 및 유저 행동 패턴 분석: 배틀그라운드 게임을 중심으로)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.27-36
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    • 2019
  • Approaches to find hidden values using various and enormous amount of data are on the rise. As big data processing becomes easier, companies directly collects data generated from users and analyzes as necessary to produce insights. User-based data are utilized to predict patterns of gameplay, in-game symptom, eventually enhancing gaming. Accordingly, in this study, we tried to analyze the gaming strategy and user activity patterns utilizing Battlegrounds in-game data to detect the in-game hack.