• Title/Summary/Keyword: 협력게임

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A Study of Cooperative Mechanism in Social Games (소셜게임의 협력 매커니즘 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.3-12
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    • 2012
  • This study discusses how players make the mutually cooperative mechanism in Social Games. In SNG, many players exchange helps each other. That mechanism is not only one-off but also repetitive process. In the perspective of reciprocity in Evolutionary psychology and Mythology, this study analyzes mutual cooperation in several game texts most well known in the SNG field. According to the field study results, four cooperative mechanisms were extracted. These 4 principles apply to every digital game design for emerging of cooperative storytelling among players.

The study of cooperation and reciprocity mechanism in MMORPG games -focused on 'World of Warcraft: Classic' (게임에서의 협력과 호혜성 메커니즘 연구 - '월드 오브 워크래프트: 클래식'을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.65-76
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    • 2020
  • This paper studied cooperation and reciprocity mechanism by analyzing game mechanics of MMORPG 'World of Warcraft: Classic'. MMORPG is the genre of game where social interaction vigorously occurs. This study figured out the structure of cooperation based on evolutionary psychology, anthropology and social psychology through participatory observation. Four cooperation and reciprocity mechanism were drawn through investigating game mechanics like instance dungeon, clear role setting, item, soulbind. In addition, this paper suggests providing ideas of making cooperation mechanism in the field of game design.

비협력 게임 이론을 적용한 무선 설계 기술

  • Kim, Yun-Hui;Hong, In-Gi
    • Information and Communications Magazine
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    • v.26 no.7
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    • pp.10-16
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    • 2009
  • 본고에서는 무선 통신 망에서 게임 이론이 적용된 주요 물리 계층 설계 기술을 소개한다. 셀룰러 망과 ad-hoc 망에서 일반적으로 적용할 수 있는 비협력 게임 이론 모형을 제시하고 서로 다른 목적을 위해 제안된 게임 전략과 유틸리티 함수를 소개함으로써 게임 이론으로 다양한 분산 알고리즘을 도출할 수 있음을 보인다.

A Case Study on the Game Industry Optimized Human Resource Development Program (게임업계 맞춤형 인력양성 사례연구(계약학과를 중심으로))

  • Kwon, Yongman
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.71-80
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    • 2013
  • The purpose of this paper is to analyze the results & performance of the optimized human resource development program, which was progressed by Gachon University in the past three years. Gachon University since 2009, with the support of the government, has launched a "Game Project Track" and also has carried out curriculum development and student education with cooperative companies in the field of game industry. Furthermore, Game Project Track, with companies, has pursued special lecture & intern training during vacation in order to strengthen students' ability to adapt on-site. As a results of co-education, 25 students have received the award in the external competitions, and also 39 students(97.5%) of 40 graduated from this course have been employed by cooperative companies.

Balancedness of generalized fractional domination games (일반화된 분수 지배게임에 대한 균형성)

  • Kim, Hye-Kyung;Park, Jun-Pyo
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.1
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    • pp.49-55
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    • 2009
  • A cooperative game often arises from domination problem on graphs and the core in a cooperative game could be the optimal solution of a linear programming of a given game. In this paper, we define a {k}-fractional domination game which is a specific type of fractional domination games and find the core of a {k}-fractional domination game. Moreover, we may investigate the balancedness of a {k}-fractional domination game using a concept of a linear programming and duality. We also conjecture the concavity for {k}-fractional dominations game which is important problem to find the elements of the core.

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Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.89-98
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    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

Cooperative effect in space-dependent Parrondo games (공간의존 파론도 게임의 협력 효과)

  • Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.745-753
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    • 2014
  • Parrondo paradox is the counter-intuitive situation where individually losing games can combine to win or individually winning games can combine to lose. In this paper, we compare the history-dependent Parrondo games and the space-dependent Parrondo games played cooperatively by the multiple players. We show that there is a probability region where the history-dependent Parrondo game is a losing game whereas the space-dependent Parrondo game is a winning game.

The Evolution of Collaboration in Game Play (게임플레이에서 협력의 진화)

  • Lee, Da-Won;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.101-112
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    • 2020
  • This study looked into how to carry out sacrifices for intra-game cooperation in becoming a high-level player. The results are as follows. First, the way players behave is dependent on their resources(scores). Second, the higher the player's score, the more praise cards were given to dealers. Third, high-scoring players have taken on a role of "sacrificing the self to serve the many" by voluntarily playing the role of healer, leading the team to set the rules and consequently reducing the risk of a probable role conflict within the team.

Game Theoretic Approach for Energy Efficient Rate Scheduling on the interference channel (간섭채널에서 에너지 효율적인 전송률 스케줄링을 위한 게임이론적 접근)

  • Oh, Chang-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.55-62
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    • 2014
  • A game theoretic approach is applied for studying the energy efficient rate scheduling. The individual utility function is defined first. Then, a non cooperative rate game is modeled in which each user decides the transmission rate to maximize its own utility. The utility function considered here is the consumed energy for the individual user's data transmissions. In particular, using the fact that the utility function is convex, we prove the existence of Nash Equilibrium in the energy efficient rate scheduling problem at hand. Accordingly, a non cooperative scheduling algorithm is provided. For better energy efficiency, the sum of the individual user's utility function is optimized Finally, the convergence analysis and numerical results to show the energy efficiency of the proposed algorithms are provided.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.