• Title/Summary/Keyword: 보드 게임

Search Result 177, Processing Time 0.029 seconds

Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game (강화학습을 이용한 줄고누게임의 인공엔진개발)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
    • /
    • v.10 no.1
    • /
    • pp.93-99
    • /
    • 2009
  • Game program manufacture had been classed by 3D or on-line game etc. simply. But, atomized game programmer's kind now. So, Artificial Intelligence game programmer's role is important. This paper used reinforcement learning algorithm for Jul_Gonu board characters to learn, and so they can move intelligently. To compare a learned character to an random one, a board game was created, and then they fought against each other. As a result, learned character‘s ability was far more improved.

  • PDF

Proposal for Social Casino Game Policy based on Responsible Game System (책임게임시스템 기반 소셜 카지노 게임 정책 제언)

  • Song, Seung-keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2039-2044
    • /
    • 2016
  • This study aims to investigate the safety instrument to prepare the policy alternative for social web-board game which will be developed to base on social network in the future although social casino game is not available in Korea now. We reviewed several literature about responsible game system applied to especially U.S. New Jersey, responsible gambling system acted in the being advanced all countries. Game experts built up user protection model as previous work to prepare the law and policy which such a responsible game system will apply for current web-board gaem and future social casino game. As a result, this research revealed that standard of judgement which can identify four kind of addiction danger user group are raised. We expect to help this user protection alternative to provide the law and policy instrument for future social casino game and complement the problem of current web-board enforcement.

Augmented Reality Board Game using a Hand (손을 이용한 실감형 보드게임)

  • Kim, Ki-Rak;Jung, Kee-Chul
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2005.05a
    • /
    • pp.923-926
    • /
    • 2005
  • 컴퓨터 환경의 급속한 발전과 더불어 게임 산업도 발전하고 있다. 또한 보다 현실감 있는 컴퓨터 게임 환경과 인터페이스에 관한 연구도 많이 진행되고 있다. 이를 위한 환경으로는 증강현실과 가상현실이 있으며, 사용하는 인터페이스로는 사이버글러브, 데이터글러브, 전자펜, 마커 등과 같은 하드웨어 장비가 있다. 이러한 장비를 이용하면 현실감이 떨어지고 사용자에게 많은 경제적 부담감을 주며, 복잡한 기술이 필요하다는 단점이 있다. 본 논문은 추가적인 장비의 도움 없이 손만을 사용하여 실감형 오델로 게임을 할 수 있는 기술과 방법을 제안한다. 우리는 손을 찾기 위하여 스킨 칼라 모델을 사용하고, 원하는 위치에 돌을 놓기 위하여 손의 좌표와 마커 좌표간의 켈리브레이션을 수행하여 좌표변환을 하였다. 본 논문에서 제안된 방법은 오델로 게임뿐만 아니라 다른 증강현실 보드게임에 적용될 때 사용자에게 보다 현실감 있는 환경을 제공할 수 있을 것으로 기대된다.

  • PDF

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.15 no.1
    • /
    • pp.117-131
    • /
    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.109-116
    • /
    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.

Analysis of Tic-Tac-Toe Game Strategies using Genetic Algorithm (유전 알고리즘을 이용한 삼목 게임 전략 분석)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
    • /
    • v.14 no.6
    • /
    • pp.39-48
    • /
    • 2014
  • Go is an extremely complex strategy board game despite its simple rules. By using MCTS, the computer Go programs with handicap game have been defeated human Go professionals. MCTS is based on the winning rate estimated by MC simulation rather than strategy concept. Meanwhile Genetic algorithm equipped with an adequate fitness function can find out the best solutions in the game. The game of Tic-Tac-Toe, also known as Naughts and Crosses, is one of the most popular games. We tried to find out the best strategy in the game of Tic-Tac-Toe. The experimental result showed that Genetic algorithm enables to find efficient strategies and can be applied to other board games such as Go and chess.

The Correlation between Unplugged Activities using SW Educational Board Games and the Computational Thinking of Elementary School Students (SW교육용 보드게임 활용 언플러그드 활동과 초등학생의 컴퓨팅 사고력의 관계)

  • Lee, Jaeho;Park, Injung
    • Journal of Creative Information Culture
    • /
    • v.6 no.2
    • /
    • pp.89-99
    • /
    • 2020
  • The purpose of this study is to statistically analyze the correlation between unplugged activities using SW educational board games and computational thinking ability of elementary school students, and then find a method of SW education through the results. The study was conducted with 40 students in the 5th grade at an Elementary School in Incheon. Students participated at unplugged activities using a board game for SW education with 12 hours of teacher guidance and 10 hours of free activities. After that, a post-test was conducted to analyze the degree of improvement in computational thinking ability. As the results, it was confirmed that the comprehensive computational thinking ability was improved, and that the four areas of the sub-domains of computational thinking ability were improved to a significant level. These results suggest that providing a basic SW education experience by utilizing a board game for SW education helps to improve students' computational thinking ability.

Prototyping a NFC based TCG and its Convenience Analysis (NFC 기반의 TCG 프로토타입 개발과 편의성 분석)

  • Ha, Joung-Min;Cho, Sung Hyun;Kang, Sin-Jin
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.39-48
    • /
    • 2015
  • In this paper, we developed a board game prototype, which is a trading card game (TCG) based on near field communication (NFC), in order to compare the convenience between an analog style board game and its corresponding digitalized board game based on NFC. Especially we try to maintain the advantages of an analog style board game such as social fellowship and communication skill in developing its corresponding digitalized TCG game. 20 players participated in our experiments, and each team consists of 2 payers. After they play an analog card game and its corresponding digitalized card game, they answer our survey questionnaires. We can confirm that the NFC TCG offers more convenience to players than its corresponding analog card game according to survey results.

Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.7
    • /
    • pp.934-943
    • /
    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

  • PDF

Implementation of the Smombie (smartphone zombie) VR experience game using Google Cardboard and Bluetooth controller (구글 카드보드와 블루투스 컨트롤러를 이용한 스몸비(스마트폰 좀비) VR 체험 게임)

  • Kim, Ji-hyun;Seo, Mi-hye;Yang, Seon-young;Lee, Bo-hyun;Jin, I-seul;Park, Su e;Park, Jung-kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.212-215
    • /
    • 2017
  • In this paper, VR game was produced to inform the danger of using smartphone while walking and to raise awareness. In this VR games, you can experience Smombie (smart phone and zombie compound word) like a real situation by using Google card board and Bluetooth controller. Designed as a directions game of everyday material, the user indirectly experiences the dangerous situations that may actually occur in everyday life. In the virtual space, you can see the map on the smartphone, navigate the route, and send text messages using the controller during the game. We will explain how to implement smartphone map and send text message using controller which are the main functions of VR game.

  • PDF