• 제목/요약/키워드: Electronic Game

검색결과 197건 처리시간 0.024초

Characterizations of the Cores of Integer Total Domination Games

  • Kim, Hye-Kyung;Lee, Dae-Sik
    • Journal of the Korean Data and Information Science Society
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    • 제18권4호
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    • pp.1115-1121
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    • 2007
  • In this paper, we consider cooperative games arising from integer total domination problem on graphs. We introduce two games, rigid integer total domination game and its relaxed game, and focus on their cores. We give characterizations of the cores and the relationship between them.

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Noncooperative Multimode Precoding with Limited Feedback in MIMO Interference Channels

  • Lee, Jong-Ho
    • ETRI Journal
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    • 제34권5호
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    • pp.763-766
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    • 2012
  • This letter proposes an iterative multimode precoding scheme with limited feedback for nonreciprocal MIMO interference channels. Based on analysis of game theory, we model the iterative multimode precoding as a noncooperative game with a finite set of strategies. Numerical results are presented to verify the sum rate performance of the proposed scheme.

Coalition Formation Game Based Relay Selection and Frequency Sharing for Cooperative Relay Assisted Wireless D2D Networks with QoS Constraints

  • Niu, Jinxin;Tang, Wei;Guo, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권11호
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    • pp.5253-5270
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    • 2016
  • With device-to-device (D2D) communications, an inactive user terminal can be utilized as a relay node to support multi-hop communication so that connective experience of the cell-edge user as well as the capacity of the whole system can be significantly improved. In this paper, we investigate the spectrum sharing for a cooperative relay assisted D2D communication underlying a cellular network. We formulate a joint relay selection and channel assignment problem to maximize the throughput of the system while guaranteeing the quality of service (QoS) requirements of cellular users (CUs) and D2D users (DUs). By exploiting coalition formation game theory, we propose two algorithms to solve the problem. The first algorithm is designed based on merge and split rules while the second one is developed based on single user's movement. Both of them are proved to be stable and convergent. Simulation results are presented to show the effectiveness of the proposed algorithms.

MMOG User Participation Based Decentralized Consensus Scheme and Proof of Participation Analysis on the Bryllite Blockchain System

  • Yun, Jusik;Goh, Yunyeong;Chung, Jong-Moon;Kim, OkSeok;Shin, SangWoo;Choi, Jin;Kim, Yoora
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권8호
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    • pp.4093-4107
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    • 2019
  • Proof of Work (PoW) based blockchains have limitations in throughput, time consumption, and energy efficiency. In these systems, a miner will consume significant time and resources to obtain a reward for contributing to the blockchain. To overcome these limitations, recent research on blockchains are focused on accelerating the speed, scalability, and enhancing the security level. By enhancing specific procedures of blockchain system, the level of data integrity supported by the blockchain can become more robust, and efficient. In this paper, a new blockchain consensus model based on the Bryllite Consensus Protocol (BCP) is proposed to support a hyper-connected massively multiplayer online game (MMOG) ecosystem. The BCP scheme enables users to participate directly in new consensus processes through a Proof of Participation (PoP) algorithm. In this model, the consensus algorithm has a simpler form while maintaining high security level. In addition, because the BCP scheme gives users an equal chance to make a contribution to the blockchain, rewards are distributed in an equal fashion, which motivates user participation. The analysis of the proposed scheme is applied to the Bryllite consortium blockchain system (homed in Hong Kong), which is a new blockchain network developed for international game industries, gamers, and game events.

An Electronic Strategy in Innovative Learning Situations and the Design of a Digital Application for Individual Learning to Combat Deviant Intellectual Currents in Light of the Saudi Vision 2030

  • Aisha Bleyhesh, Al-Amri;Khaloud, Zainaddin;Abdulrahman Ahmed, Zahid;Jehan, Sulaimani
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.217-228
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    • 2022
  • The study aimed to build an electronic strategy in innovative learning situations for the role of education in combating intellectual currents. A total of 525 Saudi university faculty members and general education teachers were surveyed using two electronic questionnaires. Arithmetic averages and standard deviations, One-way ANOVA, Scheffé's test, Pearson's correlation coefficient, and Cronbach's alpha stability coefficient were used as statistical methods. The study statistically identifies the differences between the study sample at the level of significance (0.05). and the design of a digital application for individual learning to combat deviant intellectual currents to activate them in light of Saudi Vision 2030 by combining the theoretical academic material and turning it into a learning e-game called (crosswords). The game is equipped with hyper media that supports education with entertainment to direct ideas towards the promotion of identity, the development of values towards moderation and the consolidation of intellectual security. Additionally, the learning e-game represents awareness messages in three short films to activate the role of curricula and intellectual awareness centers to apply realistically, innovatively, and effectively.

광고형 게임 개발을 위한 확장 스크립트 구조 (Extended Script Structure for Advertisement Game Development)

  • 박정용
    • 한국게임학회 논문지
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    • 제7권2호
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    • pp.53-60
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    • 2007
  • 본 논문은 광고형 게임 구현을 위해서 확장 스크립트 지식구조를 제안하고 이를 기반으로 게임모듈과 광고모듈을 개발한다. 게임에 대한 부정적인 인식을 재고하기 위한 기존의 연구가 교육용 시스템, 광고형 게임, 훈련용 시뮬레이션 게임등으로 진행되고 있다. 본 논문에서는 게임구조에 대한 높은 수준의 상세화를 시뮬레이션 하기 위해서 시뮬레이션 상황구조와 이에 수반되는 제반 요소를 수학적으로 표현하며, 게임 전개는 인과성을 이용한다. 게임이 진행되는 상황은 현실세계의 시공간적인 상황을 반영한다. 이를 위해서 구조화된 스크립트구조를 적용한다. 게임이 진행되는 도중 광고형 모듈이 특정 미디어를 이용하여 사용자에게 자사의 광고를 홍보하는 방법으로 진행한다. 이러한 접근 방법의 장점은 게임 제작자가 아닌 초보자가 자사의 홍보 미디어를 게임에 삽입하여 효과적인 광고를 가능하게 한다. 제안하는 방법으로 여러 게임중의 하나인 바둑알 던지기 게임에 적용하여 구현한다.

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유니티 3D 엔진의 효율적인 이용 방법 (An Efficient Use Method for Unity 3D Engine)

  • 김수균;송기섭;이희범;강지훈;임광혁;김석훈
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2013년도 제47차 동계학술대회논문집 21권1호
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    • pp.333-334
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    • 2013
  • 최근 게임 시장은 모바일 분야의 급격한 성장과 더불어 많은 지각 변화가 일어나고 있다. 특히 많은 게임 엔진 제작사에서는 멀티 플랫폼을 지원하는 것이 큰 이슈가 되고 있다. 또한 많은 메이저 게임 개발사들도 하나의 플랫폼을 지원하는 게임이 아니라, 다양한 플랫폼을 지원하는 게임을 제작하기에 이르렀다. 이런 멀티 플랫폼이 주목받기 시작하면서 유니티 엔진 또한 주목받게 되었다. 본 논문에서는 멀티 플랫폼을 지원하는 유니티 게임 엔진을 이용하여 게임을 개발할 때 필요한 객체지향 설계방향에 대해 설명한다.

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Competitive Resource Sharing Based on Game Theory in Cooperative Relay Networks

  • Zhang, Guopeng;Cong, Li;Zhao, Liqiang;Yang, Kun;Zhang, Hailin
    • ETRI Journal
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    • 제31권1호
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    • pp.89-91
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    • 2009
  • This letter considers the problem of resource sharing among a relay and multiple user nodes in cooperative transmission networks. We formulate this problem as a sellers' market competition and use a noncooperative game to jointly consider the benefits of the relay and the users. We also develop a distributed algorithm to search the Nash equilibrium, the solution of the game. The convergence of the proposed algorithm is analyzed. Simulation results demonstrate that the proposed game can stimulate cooperative diversity among the selfish user nodes and coordinate resource allocation among the user nodes effectively.

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NGUI를 이용한 3D 러닝게임 개발 (Development of 3D Running Game using NGUI)

  • 임광혁;김수균;정찬우;안성옥
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2018년도 제58차 하계학술대회논문집 26권2호
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    • pp.335-336
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    • 2018
  • 논문에서의 게임 개발은 Unity3D 안드로이드 플랫폼 기반으로 게임 설계를 목적으로 한다. 한때 모바일 게임 시장에서 큰 인기를 누렸던 2D 러닝 게임을 Unity 3D 엔진을 이용해 3D 러닝 게임으로 개발하는 연구 배경이 되었고 간단한 조작법으로 쉽게 게임을 설계하는 것을 목적으로 한다.

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미디 메시지를 이용한 게임이벤트처리 (Processing of Game Events Using MIDI Messages)

  • 이우석;김경식
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.71-76
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    • 2004
  • 미디(Musical Instrument Digital Interface)란 마이크로 프로세서를 쓰는 전자적인 음악 기구간의 인터페이스로 연주자의 연주에 대한 정보를 전송하게 되는데 이러한 미디 컨트롤러에서 발생된 미디신호를 이용하여 게임플레이에서 사용되어지는 기존의 입력장치(PC 키보드, 마우스, 조이스틱)와는 다른 사용자 인터페이스로의 확장을 연구한다.

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