• Title/Summary/Keyword: 전략 게임

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Knowledge and Strategic Ability based on Strategic Constraints (전략적 제한에 기초한 지식 및 전략 시스템)

  • Koo, Ja-Rok
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.33-40
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    • 2009
  • We study Interpreted Systems, ATL, and ATEL to capture the notion of time, knowledge, and strategy which are important in the analysis of multi-agent systems and propose strategic constraints based on subgame perfect Nash equilibrium of game theory as one of the solutions for the issues of ATEL which an agent can access the current state of the whole system when making up his strategy even when he should be uncertain about the state, and no explicit representation of actions in ATEL models makes some natural situations harder to model. Also, we present strategic constraints-based Interpreted Systems for model checking of multi-agent systems.

Design & development of e-learning game contents in elementary math class (초등 수학교과의 게임형 콘텐츠 설계 및 개발 사례)

  • Cho, Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.35-38
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    • 2006
  • The purpose of this study is to design and develop internet-based game content in elementary mass class. The design of Internet-based learning game content should be different from general game contents in terms of achieving learning goal, challenging learning steps, and learning motivation. This study presents the design and development strategies in the second grade multiply mass class. This study concludes that internet-based game content should consider the importances of the process of game, accumulations of game results to remind learners of what to achieve during the internet class not to enjoy the game itself.

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An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

유쾌!상쾌!통쾌! 격투슈팅게임

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.1 s.152
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    • pp.91-93
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    • 2006
  • 20대 여성층을 주 타깃으로 한 <빅샷 : 카스카 토너먼트(이하 빅샷)>는 넥슨이 개발, 서비스하는 액션슈팅 온라인게임이다. 흔히 액션슈팅을 소재로 한 게임은 건슈팅을 떠올린다. 빅샷은 건슈팅 뿐만 아니라 액션을 적절히 조합하여 다양한 캐릭터와 맵별로 공략이 필요한 전략까지 겸비한 게임이다. 지난해 10월 14일 오픈베타 테스트를 시작한 이후 겨울방학을 맞아 유저들에게 인기를 얻고 있는 빅샷에 대해서 살펴보도록 하자.

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젓가락 게임을 활용한 창의성 신장 방안 연구

  • Jeong, Mun-Ja
    • Communications of Mathematical Education
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    • v.19 no.3 s.23
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    • pp.503-516
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    • 2005
  • 이 논문에서는 창의성 신장을 위한 게임자료로서 수학적 개념을 익히고, 수학적 흥미를 진작시킬 수 있는 방안을 연구하였다. 그 일환으로 젓가락 게임에 대하여 연구하였는데, 이 게임의 수학적 규칙을 정리하고, 승리전략에 대하여 알아보고, 여러 가지로 변형하여 보았다.

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Strategic Coalition for Improving Generalization Ability of Multi-agent with Evolutionary Learning (진화학습을 이용한 다중에이전트의 일반화 성능향상을 위한 전략적 연합)

  • 양승룡;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.2
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    • pp.101-110
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    • 2004
  • In dynamic systems, such as social and economic systems, complex interactions emerge among its members. In that case, their behaviors become adaptive according to Changing environment. In many cases, an individual's behaviors can be modeled by a stimulus-response system in a dynamic environment. In this paper, we use the Iterated Prisoner's Dilemma (IPD) game, which is simple yet capable of dealing with complex problems, to model the dynamic systems. We propose strategic coalition consisting of many agents and simulate their emergence in a co-evolutionary learning environment. Also we introduce the concept of confidence for agents in a coalition and show how such confidences help to improve the generalization ability of the whole coalition. Experimental results are presented to demonstrate that co-evolutionary learning with coalitions and confidence allows better performing strategies that generalize well.

창의성 신장을 위한 수학 게임 자료 개발 연구

  • Lee, Gyeong-Eon
    • Communications of Mathematical Education
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    • v.12
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    • pp.201-210
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    • 2001
  • 게임은 그 자체로 매우 흥미가 있을 뿐만 아니라, 많은 규칙을 포함하며, 이런 규칙들을 찾아내는 활동은 학생들의 창의적 사고력 향상에 큰 도움을 줄 것이다. 본 연구에서는 다양한 게임들 중에서 수학적 개념이나 수학 문제해결의 아이디어와 관련된 수학 게임을 중심으로, 게임의 규칙과 승리 전략을 탐구하고 이를 수학적으로 표현하는 할 수 있는 기회를 제공하는 몇몇 게임들을 개발하여 소개할 것이다.

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Learning Multi-Character Competition in Markov Games (마르코프 게임 학습에 기초한 다수 캐릭터의 경쟁적 상호작용 애니메이션 합성)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.9-17
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    • 2009
  • Animating multiple characters to compete with each other is an important problem in computer games and animation films. However, it remains difficult to simulate strategic competition among characters because of its inherent complex decision process that should be able to cope with often unpredictable behavior of opponents. We adopt a reinforcement learning method in Markov games to action models built from captured motion data. This enables two characters to perform globally optimal counter-strategies with respect to each other. We also extend this method to simulate competition between two teams, each of which can consist of an arbitrary number of characters. We demonstrate the usefulness of our approach through various competitive scenarios, including playing-tag, keeping-distance, and shooting.

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2D Strategy Mobile Game on Body Infection (감염을 소재로 한 2D 전략 모바일 게임)

  • Kim, Soo Kyun;Im, WonGkyu;Gwon, Giseok;Choe, Junyeong;Jung, JinYoung;Jang, Soo-Jin;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.95-96
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    • 2018
  • 본 논문에서는 신체기관에 대한 거부감을 귀여운 스프라이트를 사용하여 거부감을 완화 시키고 플랫폼을 모바일로 사용해 언제 어디서나 쉽게 플레이 할 수 있는 게임을 개발한다. 신체 감염을 소재로 한 제안 게임은 신체를 보호하는 위주의 게임에 반대적인 신체를 감염시키는 흥미로운 느끼게 하는 게임으로 신체기관이 대해 거부감을 느낄 수 있는 요소를 귀엽고 심플한 리소스를 사용하여 거부감을 덜게 하였고 플랫폼을 모바일로 하여 장소에 상관없이 간단한 조작으로 플레이 할 수 있는 장점을 가진다.

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