• Title/Summary/Keyword: 게임전략

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A study on coding mathematics curriculum and teaching methods that converges school mathematics and school informatics (수학교과와 정보교과를 융합하는 코딩수학 교육과정 및 교육방법 연구)

  • Kang, Ha Ram;Lim, Chae Lyeong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.60 no.4
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    • pp.467-491
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    • 2021
  • This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.

The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.

A study of service control strategies against infringement accidents (침해사고 대응을 위한 서비스 제어전략에 관한 연구)

  • Shin, Young-Sun;Park, Jin-Sub;Park, Jung-Jin;Lee, Hee-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.127-136
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    • 2007
  • With the construction of vast networks, Internet based services such as online games and Internet banking are steadily increasing. As dysfunctions of the trend, various threats from worms/viruses to hacking are proliferating and new types and variations of worms/viruses are emerging. In response to the problems, telecommunication carriers and the government we establishing systems to cope with infringement accidents and resultant damages. However, in case of nationwide emergencies like the 1.25 Accident, infringement may spread rapidly while analyzing what kind of infringement it is and that may result in enormous losses. Thus, the paper purposed to analyze the states of infringement accidents occurring at each network and coping methods and checklist, based on the results. and to propose strategies for controlling services in case of large scale infringement accidents.

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Strategic Games for Particle Survival in Rao-Blackwellized Particle Filter for SLAM (Rao-Blackwellized 파티클 필터에서 파티클 생존을 위한 전략 게임)

  • Kwak, No-San;Kita, Nobuyuki;Yokoi, Kazuhito
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.97-104
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    • 2009
  • Recently, simultaneous localization and mapping (SLAM) approaches employing Rao-Blackwellized particle filter (RBPF) have shown good results. However, due to the usage of the accurate sensors, distinct particles which compensate one another are attenuated as the RBPF-SLAM continues. To avoid this particle depletion, we propose the strategic games to assign the particle's payoff which replaces the importance weight in the current RBPF-SLAM framework. From simulation works, we show that RBPF-SLAM with the strategic games is inconsistent in the pessimistic way, which is different from the existing optimistic RBPF-SLAM. In addition, first, the estimation errors with applying the strategic games are much less than those of the standard RBPF-SLAM, and second, the particle depletion is alleviated.

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The Optimum Strategy for Favorable Situation in Discrete Red & Black (이산형 적흑게임에서 유리한 경우의 최적전략)

  • 석영우;안철환
    • Journal of the military operations research society of Korea
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    • v.30 no.1
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    • pp.70-80
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    • 2004
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0<f<N. You win back your stake and as much more with probability p and lose your stake with probability, q = 1-p. In this study, we consider optimum strategies for this game with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p>$\frac{1}{2}$ is to play timidly, which is to bet 1 all the time. This is called as Timid1 strategy. In this paper, we perform the simulation study to show that the Timid1 strategy is optimum in discrete red and black when p>\frac{1}{2}.

Sensitivity analysis on the active strategy set in the matrix game (행렬게임의 활성전략집합에 대한 감도분석)

  • 성기석
    • Korean Management Science Review
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    • v.9 no.1
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    • pp.87-92
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    • 1992
  • The purpose of this paper is to study the sensitivity analysis in the matrix game. The third type sensitivity analysis is defined as finding the characteristic region of an element of the payoff matrix in which the set of current active strategies is preserved. First by using the relationship between matrix game and linear programming, we induce the conditions which must be satisfied for preserving the set of current active strategies. Second we show the characteristic regions of active and inactive strategy. It is found that the characteristic regions we suggests in this paper are same with that of the type one sensitivity analysis suggested by Sung[3] except only one case.

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A Study on the Applicability of Bargaining Power in the Field of International Logistics (국제물류분야에 있어서 협상력의 적용가능성에 관한 연구)

  • Hwang, Jin-Yong;Oh, Yong-Sik
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.228-229
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    • 2016
  • Bargaining power or negotiation power departing from negotiators' economical beneficial point of view has long been an important research subject in a number of industries, and it has been widely studied by focusing on the various kinds of game theory. Although existing papers are mainly based on the strategies and results of bargaining process, ${\cdots}$(중략)${\cdots}$.

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Pricing Strategy, Profit Sharing, and Market Structure in Digital Music Contents Industry (디지털 음악 콘텐츠 시장에서의 가격전략, 수익배분 및 시장구조)

  • Jang, Dae-Cheol;An, Byeong-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2008.10a
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    • pp.197-217
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    • 2008
  • 본 논문에서는 현재 국내의 디지털 음악 콘텐츠 산업에서 이슈가 되고 있는 정액제와 수익배분 비율 문제를 중심으로 수리적 모형을 사용하여 분석하였다. 특히 국내의 현황을 반영하여 음원권리자와 이동통신사의 문제에 더욱 초점을 맞추었다. 본 논문의 연구결과는 다음과 같다. 첫째, 이동통신사와 음원권리자 사이에서는 정액제를 선택하든 종량제를 선택하든 중요하지 않을 수 있다는 것이다. 중요한 것은 음원권리자가 수익배분비율을 그리고 이동통신사가 음원판매소매가격을 자율적으로 결정할 수 있어야 한다는 것이고 두 게임참여자가 서로 이익을 얻을 수 있는 수익배분방법과 비율이 존재한다는 점이다. 둘째, 정액제는 오히려 소비자와 이동통신사간의 관계에 영향을 미치게 되는데 이동통신사에게는 유리하고 소비자에게는 불리하게 된다는 것이다. 특히, 이동통신사와 음원권리자가 수직적으로 통합되어 경쟁하는 시장구조하에서는 소비자에게 불리한 경향이 더욱 심화되므로 정액제 보다는 종량제 가격의 하락을 통해서 온라인 음악 시장의 성장을 유도하는 것이 소비자에게 유리하게 된다. 이와 같은 온라인 음악시장의 성장은 중장기적으로 사업자들에게도 도움이 될 것이다.

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Game Theoretic Analysis of the Direct Marketing Channel Strategy of a Manufacturer (게임이론을 이용한 제조업체의 직접마케팅 진입전략 분석)

  • Rhee, Min-Ho;Cho, Hyung-Rae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.3
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    • pp.168-177
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    • 2009
  • The proliferation of the internet and electronic commerce has given the manufacturers the opportunity of direct marketing. This study analyzes the decision of manufacturers regarding whether to sell the products through independent sales company or to sell the products to the consumer directly. To do this, a new demand function is proposed and sub and super games are modeled and analyzed based on the demand function. By analyzing the Nash equilibria, it is shown that the manufacturers' decision of direct or indirect marketing not only depends on the competitiveness between the products but the absolute and relative marketing capabilities of the manufacturers. It is also shown that, in some cases, the manufactures have incentive to rise the competitiveness between the products to maximize the channel profit.

Optimum Strategies When p<1/2 in Discrete Red & Black (이산형 적흑게임에서 p<1/2인 경우의 최적전략)

  • Seok, Young-Woo
    • Journal of the military operations research society of Korea
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    • v.31 no.1
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    • pp.122-129
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    • 2005
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is ${\Large\;f},\;with\;O<{\Large\;f}. You win back your stake and as much more with probability p and lose your stake with probability, q=1-p. In this study, we consider optimum strategies for this game with the value of p less than ${\frac{1}{2}}$ where the house has the advantage over the player. It is shown that the optimum strategy at any ${\Large\;f}$ is the DBold strategy which is to play boldly in discrete red and black when $p<{\frac{1}{2}}$. And then, we perform the simulation study to show that this strategy, which is to bet as much as you can, is optimal in discrete case.