• Title/Summary/Keyword: 3D Game AI

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Creating Personality and Behavior of NPC Using Probability Distribution (성격 확률 분포를 이용한 NPC의 성격 및 행동 생성)

  • Min, Kyung-Hyun;Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.95-105
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    • 2008
  • In virtual games, Non-Playing Character(NPC)s as game elements tend to frequently communicate with game players. Although the artificial-intelligence (AI) algorithm widely used for games has been greatly developed, basic roles of NPCs have remained on the same. In a life game whose goal is to observe the actions and behaviors of the human-like NPCs, for example, their straightahead actions cause boredom. Actually, NPCs fail to display their various expressions that are characterized by humans. To make NPCs act like humans, several characters with a greater variety of characteristics need to be created. this paper proposes how NPCs both express the wide range of emotions using probability distribution and react based on their different characteristics. To verify the change of NPC actions, personalities were assigned according to the probability distribution and this algorithm was applied to a 3D game to validate the method suggested in this paper.

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A Case Study on Kakao's Resilience: Based on Five Levers of Resilience Theory

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.44-58
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    • 2017
  • The purpose of this study is to prove the Korean Internet company, Kakao's resilience capacity. For it, this paper reviews the previous literatures regarding Kakao's business models and discusses 'resilience' theory. Then, it organizes the research questions based on the theoretical background and explains the research methodology. It investigates the case of Kakao's business and organization. The case analysis shows that five levers of resilience are a good indicator for a successful platform business evolution. The five levers are composed of coordination, cooperation, clout, capability, and connection: First lever, coordination that makes the company to restructure its silo governance in order to respond to actual business flow starting from the basic asset like game and music content; second lever, cooperation where the firm provides creative people with playground for startups such as KakaoPage; third lever, clout where the company shares its data by opening its API of AI and chatbot to $3^{rd}$ party developers; fourth lever, capability where the firm establishes AI R&D center, KakaoBrain as the function of multi-domain generalist for developing diverse platforms tackling customer needs; and the last fifth lever, connection where the firm continues to expand its platform business to the peripheries, O2O businesses such as KakaoTaxi, KakaoOrder, KakaoPay, and KakaoBank. In conclusion, this study proposes Internet companies to be a resilient platform utilizing those five levers of resilience in order to form successful platform. This study contributes to the agile innovation of Internet platform with ecological sense.

3D Racing Game for Education and Publicity of Resource Recycling (자원재활용 교육.홍보를 위한 3차원 레이싱 게임)

  • Jun, Byung-Hwan;Kim, Young-Won;Phan, The-Hung;Hyun, Ai-Ryun
    • Proceedings of the Korean Institute of Resources Recycling Conference
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    • 2003.10a
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    • pp.85-89
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    • 2003
  • 본 연구에서는 어린이들이 따분하고 어렵게 느낄 수 있는 재활용 교육 방식을 지양하고, 재활용품의 수집 및 분류 그리고 재활용 공정을 자연스럽게 체험할 수 있도록 하기 위해 어린이들의 흥미를 유발시키고 과학적인 호기심을 충족시키는 방식으로 3DMax와 DirectX를 이용하여 3차원 재활용 레이싱 게임을 개발한다. 결과적으로, 재활용 관련 전시관에서 어린이들이 직접 사용해 볼 수 있는 자료로 활용되거나 교육기관 및 관련 관공서에서 홍보 및 교육용 매체로 활용될 수 있을 것으로 기대된다.

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Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

A Study on the AI Analysis of Crop Area Data in Aquaponics (아쿠아포닉스 환경에서의 작물 면적 데이터 AI 분석 연구)

  • Eun-Young Choi;Hyoun-Sup Lee;Joo Hyoung Cha;Lim-Gun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.861-866
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    • 2023
  • Unlike conventional smart farms that require chemical fertilizers and large spaces, aquaponics farming, which utilizes the symbiotic relationship between aquatic organisms and crops to grow crops even in abnormal environments such as environmental pollution and climate change, is being actively researched. Different crops require different environments and nutrients for growth, so it is necessary to configure the ratio of aquatic organisms optimized for crop growth. This study proposes a method to measure the degree of growth based on area and volume using image processing techniques in an aquaponics environment. Tilapia, carp, catfish, and lettuce crops, which are aquatic organisms that produce organic matter through excrement, were tested in an aquaponics environment. Through 2D and 3D image analysis of lettuce and real-time data analysis, the growth degree was evaluated using the area and volume information of lettuce. The results of the experiment proved that it is possible to manage cultivation by utilizing the area and volume information of lettuce. It is expected that it will be possible to provide production prediction services to farmers by utilizing aquatic life and growth information. It will also be a starting point for solving problems in the changing agricultural environment.

Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.953-964
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    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.