• Title/Summary/Keyword: Baduk

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Study on one Ryang of Guizhi-tang (계지탕 1량의 현대용량추정)

  • Kim In Rak;Park Jin Hee
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.16 no.4
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    • pp.637-641
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    • 2002
  • In order to convert the one ryang of Guizhi-tang into the modern weights and measures, herbs whose dose was expressed by number in Treatise on Feverile Disease of Zhongjing were measured actually. The results obtained are as follows. 1. Size of Jujubae fructus in Guizhi-tang is an average and if remove the seed, 12 Jujubae fructuses corresponds to 20g. These weights are the same as Belamcandae Rhizoma, Persicae Semen, Gleditsiae Fructus, Gardeniae Fructus and Armeniacae amarum Semen whose dose was expressed by number in Treatise on Feverile Disease of Zhongjing. If one ryang corresponds to 6.5g, 20g corresponds to three ryang. If one ryang corresponds to 15.6g, 20g corresponds to 1.3 ryang. When herbs were added in Guizhi-tang, the used weights were two more ryang. Almost unit of weights in Formulae of Zhongjing is the constantly multiplied. 2. Half sheng(升) of Pinelliae Rhizomae is 15 Pinelliae Rhizomas and corresponds to two and a half ryang. 14 Pinelliae Rhizomas are contained in 50 mL egg. 3.1 geun(斤), maximal amount of Gypsum Fibrosum and amount of one egg are the same weight supposing one ryang corresponds to 6.5g. 4. 2 ryang of Rhei Radix et Rhizoma is the 6.8 balls(碁子) of baduk and similar as 5-6 balls of baduk of Jisilchijasi-Tang. 5. General dose of Glycyrrhizae Radix is two ryang and 20mL, the size of thumb is 13g. 6. Half geun approaches the 3 flattened spoons. Consequently the presumption that one ryang in Guizhi-tang is 15.6g is wrong. One ryang is assumed as 6.5g.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Winning Strategies for the Game of Chomp: A Practical Approach (Chomp 게임의 승리 전략: 실천적 고찰)

  • Cho, In-Sung
    • Journal for History of Mathematics
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    • v.31 no.3
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    • pp.151-166
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    • 2018
  • The rule of the game of Chomp is simple and the existence of a winning strategy can easily be proved. However, the existence tells us nothing about what strategies are winning in reality. Like in Chess or Baduk, many researchers studied the winning moves using computer programs, but no general patterns for the winning actions have not been found. In the paper, we aim to construct practical winning strategies based on backward induction. To do this we develop how to analyze Chomp and prove and find the winning strategies of the simple games of Chomp.

Evaluation of Radiography of Ingested and Aspirated Foreign Bodies in Pediatric Patients (이물질 섭취 및 흡인 소아환자의 엑스선 영상 평가)

  • Kweon, Dae Cheol;Choi, Jiwon
    • Journal of Radiation Industry
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    • v.12 no.4
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    • pp.291-295
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    • 2018
  • The purpose of this study was to introduce the radiography for the natural course and clinical diagnosis of foreign body ingestion and aspiration, to help diagnosis and treatment, to evaluate the accuracy of radiographic images of pediatric patients. A 2 to 7 year-old patient who ingested a foreign body was ingested and aspirated with foreign substances such as coin, cloth pin, earring, baduk stone, and hairpins, and chest and abdomen of the plain radiography. The pediatric patient who ingested and aspirated the foreign body of the coins, the clothespins, the earrings, the stones, and the hairpins were examined by chest and abdomen of the plain radiography and fluoroscopic images. The radiography examination can be combined to effectively cope with the treatment and the treatment of the foreign substance removal. It can be applied to the diagnosis of foreign body in pediatric patient's clinic and appropriate treatment and treatment direction.

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
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    • v.14 no.6
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    • pp.39-48
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    • 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 first move in the game of 9⨯9 Go, using non-strategic Monte-Carlo Tree Search (무전략 몬테카를로 트리탐색을 활용한 9줄바둑에서의 첫 수)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.63-70
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    • 2017
  • In AI research Go is regarded as the most challenging board game due to the positional evaluation difficulty and the huge branching factor. MCTS is an exciting breakthrough to overcome these problems. The idea behind AlphaGo was to estimate the winning rate of a given position and then to lead deeper search for finding the best promising move. In this paper, using non-strategic MCTS we verified the fact that most pro players regard the best first move as Tengen (Origin of heaven) in $9{\times}9$ Go is correct. We also compared the average winning rates of the most popular first moves.

The Best Sequence of Moves and the Size of Komi on a Very Small Go Board, using Monte-Carlo Tree Search (몬테카를로 트리탐색을 활용한 초소형 바둑에서의 최상의 수순과 덤의 크기)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.77-82
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    • 2018
  • Go is the most complex board game in which the computer can not search all possible moves using an exhaustive search to find the best one. Prior to AlphaGo, all powerful computer Go programs have used the Monte-Carlo Tree Search (MCTS) to overcome the difficulty in positional evaluation and the very large branching factor in a game tree. In this paper, we tried to find the best sequence of moves using an MCTS on a very small Go board. We found that a $2{\times}2$ Go game would be ended in a tie and the size of Komi should be 0 point; Meanwhile, in a $3{\times}3$ Go Black can always win the game and the size of Komi should be 9 points.

Anthropology of power and passion, active nihilism: theme analysis on Sung, Suk-je's novel

  • Lee, Chan
    • Cross-Cultural Studies
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    • v.28
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    • pp.37-53
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    • 2012
  • This paper examines 'an active nihilism' in Suk-je Sung's novels in detail. The focus of this study is formed from the critical mind in a critical perspective that in Korean novels before and after 2000s, characters who embody 'problematic individuals' of $Luk{\acute{a}}cs$ have disappeared and those close to 'active nihilists' has become the mainstream. The most representative example of this phenomenon is Suk-je Sung's novels. 'Active nihilists' in his novels are described as 'ascetics' who mastered various spheres such as 'billiard', 'baduk gambling', 'alcohol', 'dance', and 'book collecting', and so on. In the sense that they reject the transcendental conditions of the modern world and live in the space and time of play in which they can display their passion and potentiality to the maximum, they beings jumping over the 'reality principle'. Also, what they want to repeat is not the endless exchange of labor and capital according to the capitalist system of exchange but rather the repeated existence of their power and passion. This 'anthropology of power and passion' is 'active nihilism' which could be expressed as the 'subject of creating new value' and 'Dionysian affirmation' by Nietzsche. Suk-je Sung's novels sharply prove the stylistic essence of 'a novel' which has to create its own form every time, constantly renewing the narrative style of the past ideal model. In this respect, they are very problematic and his innovation of a form draws the attention. Further, this will certainly be the important object of research in the diachronic dimension of contemporary Korean novel.

The most promising first moves on small Go boards, based on pure Monte-Carlo Tree Search (순수 몬테카를로 트리탐색을 기반으로 한 소형 바둑판에서의 가장 유망한 첫 수들)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.59-68
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    • 2018
  • In spite of its simple rule, Go is one of the most complex strategic board games in the field of Artificial Intelligence (AI). Monte-Carlo Tree Search (MCTS) is an algorithm with best-first tree search, and has used to implement computer Go. We try to find the most promising first move using MCTS for playing a Go game on a board of size smaller than $9{\times}9$ Go board. The experimental result reveals that MCTS prefers to place the first move at the center in case of odd-sized Go boards, and at the central in case of even-sized Go boards.

THE PROBABILISTIC METHOD MEETS GO

  • Farr, Graham
    • Journal of the Korean Mathematical Society
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    • v.54 no.4
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    • pp.1121-1148
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    • 2017
  • Go is an ancient game of great complexity and has a huge following in East Asia. It is also very rich mathematically, and can be played on any graph, although it is usually played on a square lattice. As with any game, one of the most fundamental problems is to determine the number of legal positions, or the probability that a random position is legal. A random Go position is generated using a model previously studied by the author, with each vertex being independently Black, White or Uncoloured with probabilities q, q, 1 - 2q respectively. In this paper we consider the probability of legality for two scenarios. Firstly, for an $N{\times}N$ square lattice graph, we show that, with $q=cN^{-{\alpha}}$ and c and ${\alpha}$ constant, as $N{\rightarrow}{\infty}$ the limiting probability of legality is 0, exp($-2c^5$), and 1 according as ${\alpha}$ < 2/5, ${\alpha}=2/5$ and ${\alpha}$ > 2/5 respectively. On the way, we investigate the behaviour of the number of captured chains (or chromons). Secondly, for a random graph on n vertices with edge probability p generated according to the classical $Gilbert-Erd{\ddot{o}}s-R{\acute{e}}nyi$ model ${\mathcal{G}}$(n; p), we classify the main situations according to their asymptotic almost sure legality or illegality. Our results draw on a variety of probabilistic and enumerative methods including linearity of expectation, second moment method, factorial moments, polyomino enumeration, giant components in random graphs, and typicality of random structures. We conclude with suggestions for further work.