• Title/Summary/Keyword: Board Game

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A study on the distribution of the distance of Mal movement in Yut board game (윷놀이에서 말이 가는 거리의 분포)

  • Kim, Do-Hyeong;Oh, Chang-Hyuck
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.6
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    • pp.1281-1288
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    • 2010
  • We consider Yut board game with four Yut sticks which are of the same shape and the same size so that they have the same probability of showing back when they are tossed. Since, in Yut board game, a player have to toss four sticks one more when sawi Mo or sawi Yut appears, the player may be interested in the distance which Mal can move in one's turn. Therefore, the probability mass function of the distance is obtained and probabilities with several values of back probability are summarized in a table. Also, the expectation, the variance, the skewness, and the kurtosis of the distribution are calculated and their values are also tablized for some values of back probability.

1vs1 Online-Based Mobile Board Game (1vs1 온라인 기반 모바일 보드게임)

  • Hur, Tai-Sung;Cho, Hyeon-Seon;Go, Bo-Ram
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.149-150
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    • 2015
  • 게임 앱은 현재 앱 시장에서도 상위를 차지하는 분류 중에 하나이다. 게임을 앱 사용자에게 널리 이용하게 하기 위해서는 게임이 재미있고, 쉽게 접근할 수 있어야한다. 본 프로젝트에서는 인기리에 방영한 TV프로그램인 '더 지니어스'에 나온 보드게임들 중 1vs1(데스매치) 게임중 레이저장기, 결합, 인디언홀덤, 십이장기, 기억의 미로, 혹과 백을 온라인 안드로이드 모바일 게임으로 구현하였다. 게임을 만들기 위한 툴로는 세계적인 게임 개발 엔진으로 사용되고 있는 유니티(Unity)를 사용하였다. 유니티는 멀티플랫폼 3D/2D 게임 및 인터랙팁브(interactive) 콘텐츠를 말들 수 있는 개발 엔진이다. 본 프로젝트는 오목, 체스 등과같이 누구나 가볍게 즐길 수 있는 2인 실시간 보드게임으로 '더 지니어스'를 통해 게임을 접한 사람들의 흥미를 이용하여 쉽게 다가갈 수 있을 것이다.

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Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.

Deep Q-Network based Game Agents (심층 큐 신경망을 이용한 게임 에이전트 구현)

  • Han, Dongki;Kim, Myeongseop;Kim, Jaeyoun;Kim, Jung-Su
    • The Journal of Korea Robotics Society
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    • v.14 no.3
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    • pp.157-162
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    • 2019
  • The video game Tetris is one of most popular game and it is well known that its game rule can be modelled as MDP (Markov Decision Process). This paper presents a DQN (Deep Q-Network) based game agent for Tetris game. To this end, the state is defined as the captured image of the Tetris game board and the reward is designed as a function of cleared lines by the game agent. The action is defined as left, right, rotate, drop, and their finite number of combinations. In addition to this, PER (Prioritized Experience Replay) is employed in order to enhance learning performance. To train the network more than 500000 episodes are used. The game agent employs the trained network to make a decision. The performance of the developed algorithm is validated via not only simulation but also real Tetris robot agent which is made of a camera, two Arduinos, 4 servo motors, and artificial fingers by 3D printing.

A Design and Development of Korean Traditional Board Game on Android Environment (안드로이드 환경에서 한국전통 보드게임 설계 및 개발)

  • Kim, Yang-Jib;Kang, Seung-Woo;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2294-2300
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    • 2013
  • As smartphones have become widely used, topics of smartphone become a hot research subject in IT technologies. Many applications have been developed for the smartphone and the application market has become more and more increasing. However here are few studies or application developments on Korea's traditional games. In this paper we developed Korea's traditional board game Gonu. People who are young or old can play the game. We expect that many applications which related with Korean culture are developed on the smartphone environment.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.145-151
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

A Study on Promoting Optimism Utilizing a Communication Board Game - With a focus on college students (커뮤니케이션 보드 게임을 활용한 낙관성 증진에 관한 연구 대학생 집단을 중심으로)

  • Gim, Hye-Yeong;Ryu, Seol-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.117-122
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    • 2017
  • This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.