• 제목/요약/키워드: 게임전략

검색결과 534건 처리시간 0.033초

동적게임이론을 이용한 최적입찰전략수립 (An Optimal Bidding Strategy Solution using Dynamic Game Theory)

  • 강동주;문영환;김발호
    • 대한전기학회논문지:전력기술부문A
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    • 제51권4호
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    • pp.202-208
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    • 2002
  • In a dynamic game where the players move in a periodical sequence, each player observes the strategy of the others. So the players who move later in a game get to know the moves of others having made before them. Those who move earlier must take this into account in devising their optimal strategy. In the Poolco model, the bidding game is executed periodically. The player participating in the bidding game accumulates the information of its own and others'strategies, and payoffs through the repeated bidding process. Thereby, the players in this game would be able to map out how get the maximum profit, and get closer to the optimal strategy. This paper presents a mathematical modeling for a player to determine his or her optimal strategy at period T, based on the information acquired from the previous rounds for the periods, T-1, T-2, and so on. The proposed modeling is demonstrated with a dynamic fame theory.

CONTENT PRISM / 이화여자대학교 '컴퓨터 그래픽스/가상현실연구센터(CCGUR)'

  • 신종훈
    • 디지털콘텐츠
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    • 7호통권122호
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    • pp.70-73
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    • 2003
  • 정보통신부는 지난 2000년부터 IT 연구분야 인력양성사업의 일환으로 전국의 IT분야 대학연구센터 중에서 우수한 센터 32개를 ITRC(Information Technology Research Center)를 선정, 집중적인 지원을 해 오고 있다. 이 사업의 목적은 석,박사급 고급인력이 결집돼 있는 대학의 IT분야 연구역량을 강화해 IT산업 발전에 필요한 핵심 기반기술을 전략적으로 연구하고, 관련 전문이력을 집중 육성하고자 함에 있다. 이에 월간 [디지털콘텐츠]는 32개 ITRC가운데 디지털콘텐츠와 관련된 4개 ITRC(아주대 게임 애니메이션 센터, 연세대 차세대방송기술연구센터, 이화여대 컴퓨터그래픽스/가상현실연구센터, 동신대 멀티미디어컨텐츠연구센터)에 대한 탐방기사를 게재키로 했다. 그 세 번째 순서로 이화여자대학교 '컴퓨터 그래픽스/가상현실연구센터(CCGUR)'를 취재했다.

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테마연재 / 동신대학교 멀티미디어컨텐츠연구센터

  • 신종훈
    • 디지털콘텐츠
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    • 8호통권123호
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    • pp.66-69
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    • 2003
  • 정보통신부는 지난 2000년부터 IT 연구분야 인력양성사업의 일환으로 전국의 IT분야 대학연구센터 중에서 우수한 센터 32개를 ITRC(Information Technology Research Center)를 선정, 집중적인 지원을 해 오고 있다. 이 사업의 목적은 석,박사급 고급인력이 결집돼 있는 대학의 IT분야 연구역량을 강화해 IT산업 발전에 필요한 핵심 기반기술을 전략적으로 연구하고, 관련 전문이력을 집중 육성하고자 함에 있다.이에 월간 [디지털콘텐츠]는 32개 ITRC가운데 디지털콘텐츠와 관련된 4개 ITRC(아주대 게임애니메이션센터, 연세대 차세대방송기술연구센터, 이화여대 컴퓨터그래픽스/가상현실연구센터, 동신대 멀티미디어컨텐츠연구센터)에 대한 탐방기사를 게재키로 했다. 마지막 순서로 동신대학교 '멀티미디어컨텐츠연구센터'를 취재했다.

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게임이론을 이용한 발전사업자 설비투자전략 (An application of game theory to a strategy of genco's power planning)

  • 김종혁;이정인;한석만;정구형;김발호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2008년도 제39회 하계학술대회
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    • pp.568-569
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    • 2008
  • Recently, the electric power industries around the world are moving from the conventional monopolistic or vertically integrated environments to privatization, deregulation, and competition environments, where each participant is concerned with the maximization of profits in the marketplaces rather than system-wide costs minimization. To reduce difference of viewpoint about power planning between Genco and regulator, adjustment procedures need. This paper presents that game theory can be applied by systematic decision-making means.

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군용정보시스템의 소프트웨어 시험평가 전략 및 계획 - “차세대 한국형 워게임 모델”중심으로 - (Software Testing/Evaluation Strategy and Plan for the Military Information Systems)

  • 김화수
    • 한국국방경영분석학회지
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    • 제24권2호
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    • pp.57-74
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    • 1998
  • This paper is aimed to propose an testing and evaluation strategy and plan in Military Information Systems, especially focusing on development an“New-generation Wargame Model”. Through this research, we concluded that the effective and efficient testing/evaluation strategy/plan can aid the productivity, maintainability, availability, etc., of the Militray Information Systems. Highlights of the proposed testing and evaluation strategy and plan for Military Information Systems are as follows. First, in the unit and module integration testing phase, hybrid of black-box and white-box testing techniques are available for Military Information Systems and progressive approach for module integration phase should be considered because of the complexity. Second, in the system testing phase, integrated module should be tested with respect to the function and performance that should be satisfied with the user requirements, specifications, risk analysis, etc., Third, in the acceptance testing phase, reliability, interoperability, maintainability, availability, integrity, etc., must be considered in the actual or mini-operational environments for testing efficiently and effectively.

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Chomp 게임의 승리 전략: 실천적 고찰 (Winning Strategies for the Game of Chomp: A Practical Approach)

  • 조인성
    • 한국수학사학회지
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    • 제31권3호
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    • pp.151-166
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    • 2018
  • The rule of the game of Chomp is simple and the existence of a winning strategy can easily be proved. However, the existence tells us nothing about what strategies are winning in reality. Like in Chess or Baduk, many researchers studied the winning moves using computer programs, but no general patterns for the winning actions have not been found. In the paper, we aim to construct practical winning strategies based on backward induction. To do this we develop how to analyze Chomp and prove and find the winning strategies of the simple games of Chomp.

인간의 인지 및 감성을 고려한 게임 디자인 전략 (A Cognitive and Emotional Strategy for Computer Game Design)

  • 최동성;김호영;김진우
    • Asia pacific journal of information systems
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    • 제10권1호
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    • pp.165-187
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    • 2000
  • The computer game market has grown rapidly with numerous games produced all over the world. Most games have been developed to make gamers have fun while playing the games. However, there has been little research to address the elements of games that create the perception of being fun. The objectives of this research are to focus on which features provide fun, and then analyze these aspects both qualitatively and quantitatively. This study, through surveys with game players and developers, provides several inputs regarding what it is, that makes certain computer games fun. There are many common characteristics which fun games share, and through grouping and organizing these traits, then compiling the data for use in an AHP(Analytic Hierarchy Process), we measured the disparity in the 'fun' perception between game developer and game user.

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적흑게임에서 p>1/2인 경우의 최적전략 (The Optimum StrategyWhen p>1/2 in Red & black)

  • 석영우;안철환
    • 한국국방경영분석학회지
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    • 제29권1호
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    • pp.1-7
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    • 2003
  • In a game called red and black, you can stake any amount s in your possession. Suppose you. goal is 1 and you. current fortune is i with 0 < f < 1. You win back your stake and as much more with probability p and lose your stake with probability, q = 1 - p. Ahn(2000) considered optimum strategy 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 when p>\frac{1}{2} is to play timidly, which is to bet a small amount each time. In this paper we perform the simulation study to show that the Timin strategy is optimum.

중첩된 WBAN 환경에서 내쉬중재를 이용한 비경쟁구간 할당 방안 (Contention Free Period Allocation by Nash Arbitration in Overlapped WBAN Environment)

  • 신상배;조진성
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2011년도 한국컴퓨터종합학술대회논문집 Vol.38 No.1(D)
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    • pp.221-224
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    • 2011
  • 본 논문에서는 중첩 된 WBAN(Wireless Body Area Network) 환경에서 비경쟁 전송구간의 신뢰성 있는 전송을 위해 한정된 자원(비경쟁 전송구간)을 각각의 WBAN에게 할당하는 방안을 제안한다. 이를 위해 협동적 게임 이론(cooperative game theory)을 바탕으로 한정된 자원(비경쟁 전송구간)을 효율적이고 공평하게 할당 할 수 있도록 내쉬중재(Nash arbitration) 기법을 통한 자원 할당 방안을 살펴본다. 내쉬중재 협상해법을 통해 WBAN 간 비경쟁 전송구간의 충돌 없이 신뢰성 있는 전송을 보장한다. 또한, 각 WBAN의 비경쟁 전송 구간 내의 디바이스 우선순위와 할당받은 timeslot의 개수를 고려하여 전략 선택에 따른 형평성과 각 WBAN이 비경쟁전송 구간 내에 요구하는 최소한의 timeslot을 보장한다.

동적게임을 이용한 입찰전략수립 (Building a Bidding Strategy using Dynamic Game Theory)

  • 강동주;문영환;오태규;김발호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 추계학술대회 논문집 전력기술부문
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    • pp.63-66
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    • 2001
  • In the Poolco model, the bidding game is executed periodically. The player participating to the bidding game accumulates the information of others' strategies and payoffs through the repeated process. Thereby, he is able to map out how he gets his maximum profit, and proceed to the optimal strategy region. This paper shows the algorithm for a player to determine his strategy in t period based the information of the game results of t-1, t-2 period. And this algorithm can be formulated by using Dynamic game theory.

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