• 제목/요약/키워드: Artificial Character

검색결과 215건 처리시간 0.034초

A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • 한국인공지능학회지
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    • 제9권2호
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    • pp.35-40
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    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
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    • 제2권3호
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    • pp.18-21
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    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

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

  • 신용우
    • 인터넷정보학회논문지
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    • 제10권1호
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    • pp.93-99
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    • 2009
  • 게임프로그램 제작이 단순히 3D 또는 온라인게임 등으로 분류하여 엔진과 게임프로그래밍을 하던 시기를 지나 이제는 게임프로그래밍의 종류를 세분화하여 인공지능 게임프로그래머의 역할이 게임을 좀 더 재미있게 할 수 있는 시점이라 하겠다. 본 논문에서는 강화학습 알고리즘을 이용하여 보상 값을 받아 줄고누 보드게임 말이 학습하게 하여 지능적으로 움직이게 하였다. 구현된 게임 말이 지능적으로 잘 움직이는지 확인하기위해, 보드게임을 제작하여 상대방 말과 승부를 하게 하였다. 실험결과 일정횟수 학습한 이후, 임의로 움직이는 말보다 성능이 월등히 향상됨을 알 수 있었다.

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미디어 편집을 위한 인물 식별 및 검색 기법 (Character Recognition and Search for Media Editing)

  • 박용석;김현식
    • 방송공학회논문지
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    • 제27권4호
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    • pp.519-526
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    • 2022
  • 동영상 콘텐츠 편집 시 등장인물을 구분하고 식별하는 작업은 많은 시간과 노력이 요구되는 작업이다. 노동 집약적 특성이 있는 미디어 편집 작업 시 인공지능 기술을 활용하면 미디어 제작 시간을 획기적으로 줄일 수 있어 창작과정의 효율성 향상에 도움을 줄 수 있다. 본 논문에서는 동영상 편집을 위한 인물 식별 및 검색 작업을 자동화하기 위해 다수의 인공지능 기술을 혼합하여 활용하는 기법을 제안한다. 객체 검출, 얼굴 검출, 자세 예측 기법을 사용하여 인물 객체에 대한 특징 정보를 수집하고, 수집된 정보를 바탕으로 얼굴 인식, 색 공간 분석 기법 등을 활용하여 인물 객체 식별 정보를 생성한다. 인물 특징 및 식별 정보는 편집 대상 영상의 각 프레임에 대해서 수집되며 영상 편집을 위한 프레임 단위 검색을 위한 메타데이터로 사용된다.

강화학습을 이용한 지능형 게임캐릭터의 제어 (Control of Intelligent Characters using Reinforcement Learning)

  • 신용우
    • 인터넷정보학회논문지
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    • 제8권5호
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    • pp.91-97
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    • 2007
  • 과거에는 게임프로그램 제작이 단순히 3D, 온라인게임, 엔진프로그래밍 또는 게임프로그래밍으로 분류하여 제작하였다. 그러나 이제는 게임프로그래밍의 종류가 세분화되었고, 기존에 없던 인공지능 게임프로그래머의 역할이 게임을 좀 더 재미있게 할 수 있는 시점이라 하겠다. 본 논문에서는 강화학습 알고리즘을 이용하여, 보상 값을 받아 게임캐릭터가 학습하여 지능적인 움직임을 나타나게 하였다. 구현된 게임캐릭터가 지능적으로 잘 움직이는지 확인하기 위해, 슈팅게임을 제작하여 적 캐릭터와 전투를 하게 하였다. 실험결과 임의로 움직이는 캐릭터보다 월등히 방어함을 알 수 있었다.

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Research on Character's Consistency in AI-Generated Paintings

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.199-204
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    • 2024
  • This study aims to explore the issue of character consistency in AI-generated artwork. First, the concept of character consistency is explained, including the consistency of appearance, actions, and lighting, and its importance in continuous creation and storytelling is analyzed. Next, the study examines current mainstream AI drawing tools such as MidJourney and Stable Diffusion-based WebUI and ComfyUI, evaluating their strengths and limitations in maintaining character consistency. Finally, methods to improve AI drawing technology were proposed to enhance character consistency, aiming to achieve a higher level of consistency in AI art creation.

A Typo Correction System Using Artificial Neural Networks for a Text-based Ornamental Fish Search Engine

  • Hyunhak Song;Sungyoon Cho;Wongi Jeon;Kyungwon Park;Jaedong Shim;Kiwon Kwon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2278-2291
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    • 2023
  • Imported ornamental fish should be quarantined because they can have dangerous diseases depending on their habitat. The quarantine requires a lot of time because quarantine officers collect various information on the imported ornamental fish. Inefficient quarantine processes reduce its work efficiency and accuracy. Also, long-time quarantine causes the death of environmentally sensitive ornamental fish and huge financial losses. To improve existing quarantine systems, information on ornamental fish was collected and structured, and a server was established to develop quarantine performance support software equipped with a text search engine. However, the long names of ornamental fish in general can cause many typos and time bottlenecks when we type search words for the target fish information. Therefore, we need a technique that can correct typos. Typical typo character calibration compares input text with all characters in a calibrated candidate text dictionary. However, this approach requires computational power proportional to the number of typos, resulting in slow processing time and low calibration accuracy performance. Therefore, to improve the calibration accuracy of characters, we propose a fusion system of simple Artificial Neural Network (ANN) models and character preprocessing methods that accelerate the process by minimizing the computation of the models. We also propose a typo character generation method used for training the ANN models. Simulation results show that the proposed typo character correction system is about 6 times faster than the conventional method and has 10% higher accuracy.

HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구 (A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO)

  • 김미선;박준형;고일주
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.139-150
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    • 2016
  • 본 논문은 HEXACO를 활용하여 현실감 있는 캐릭터를 위한 캐릭터의 내면적 측면을 연구하는 것에 목적이 있다. 이를 위해 FIFA Online3 캐릭터의 게임에서 드러나는 특성을 기반으로 캐릭터의 HEXACO를 분석하였다. 캐릭터가 실존 선수의 모든 특성을 보유하고 있지 못하므로, 실제 선수의 외부 평가 키워드를 참고로 하여 실제 선수의 HEXACO를 분석하였다. 그리고 이를 캐릭터의 HEXACO와 비교하여 캐릭터의 HEXACO를 보완하였다. 게임에 적용하기 위해 분석한 캐릭터의 HEXACO를 각 포지션별로 나누어 단순화하였다. 그리고 이를 토대로 캐릭터에 HEXACO를 적용할 방법을 제안하였다.

Character Classification with Triangular Distribution

  • Yoo, Suk Won
    • International Journal of Advanced Culture Technology
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    • 제7권2호
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    • pp.209-217
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    • 2019
  • Due to the development of artificial intelligence and image recognition technology that play important roles in the field of 4th industry, office automation systems and unmanned automation systems are rapidly spreading in human society. The proposed algorithm first finds the variances of the differences between the tile values constituting the learning characters and the experimental character and then recognizes the experimental character according to the distribution of the three learning characters with the smallest variances. In more detail, for 100 learning data characters and 10 experimental data characters, each character is defined as the number of black pixels belonging to 15 tile areas. For each character constituting the experimental data, the variance of the differences of the tile values of 100 learning data characters is obtained and then arranged in the ascending order. After that, three learning data characters with the minimum variance values are selected, and the final recognition result for the given experimental character is selected according to the distribution of these character types. Moreover, we compare the recognition result with the result made by a neural network of basic structure. It is confirmed that satisfactory recognition results are obtained through the processes that subdivide the learning characters and experiment characters into tile sizes and then select the recognition result using variances.

Low-Quality Banknote Serial Number Recognition Based on Deep Neural Network

  • Jang, Unsoo;Suh, Kun Ha;Lee, Eui Chul
    • Journal of Information Processing Systems
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    • 제16권1호
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    • pp.224-237
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    • 2020
  • Recognition of banknote serial number is one of the important functions for intelligent banknote counter implementation and can be used for various purposes. However, the previous character recognition method is limited to use due to the font type of the banknote serial number, the variation problem by the solid status, and the recognition speed issue. In this paper, we propose an aspect ratio based character region segmentation and a convolutional neural network (CNN) based banknote serial number recognition method. In order to detect the character region, the character area is determined based on the aspect ratio of each character in the serial number candidate area after the banknote area detection and de-skewing process is performed. Then, we designed and compared four types of CNN models and determined the best model for serial number recognition. Experimental results showed that the recognition accuracy of each character was 99.85%. In addition, it was confirmed that the recognition performance is improved as a result of performing data augmentation. The banknote used in the experiment is Indian rupee, which is badly soiled and the font of characters is unusual, therefore it can be regarded to have good performance. Recognition speed was also enough to run in real time on a device that counts 800 banknotes per minute.