• Title/Summary/Keyword: Game Character Generation

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A Game Character's Ability Value Generation Method using Genetic Algorithm (유전 알고리즘을 활용한 게임 캐릭터 능력치 생성 방식)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.83-98
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    • 2018
  • The growth of a game character is represented by the addition and subtraction of the status value. The status factors are variously defined and used depending on the kind of games. In this paper, we propose how character 's status elements are defined and used. We also propose a method for assigning a status value when generating a character considering growth. This method is designed using genetic algorithms to link the growth of a character with an element of time and to generate a character with the appropriate status value according to the change of time. The proposed method is verified through experiments based on time variation.

Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.

Game Character Image Generation Using GAN (GAN을 이용한 게임 캐릭터 이미지 생성)

  • Jeoung-Gi Kim;Myoung-Jun Jung;Kyung-Ae Cha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.18 no.5
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    • pp.241-248
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    • 2023
  • GAN (Generative Adversarial Networks) creates highly sophisticated counterfeit products by learning real images or text and inferring commonalities. Therefore, it can be useful in fields that require the creation of large-scale images or graphics. In this paper, we implement GAN-based game character creation AI that can dramatically reduce illustration design work costs by providing expansion and automation of game character image creation. This is very efficient in game development as it allows mass production of various character images at low cost.

Character Generation and Storytelling using Modeling Tool and Game Engine (모델링 툴과 게임엔진을 이용한 캐릭터 구현 및 스토리텔링)

  • Lee, Sola;Jun, Suin;Park, Mihye;Park, Sui;Choi, Jongin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.620-622
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    • 2021
  • With the rise of the game industry, the importance of the game's storytelling is also increasing. Delivering a specific world view of a game has a tremendous effect on the immersion of the game, so the method of delivering a story needs to be studied continuously. In this study, the character was implemented using 3D modelling tool, and the initial story of the game was delivered through a dialogue window using a game engine. Through the research, we were able to establish a workflow for telling stories using a character and understand each process in depth, which we expect to be the basis for more sophisticated game character development and smooth storytelling in the future.

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Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies (다양한 골격의 효과적인 제어가 가능한 예제 기반의 모션 생성과 응용)

  • Choung, Yu-Jean;Kang, Kyung-Kyu;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.127-134
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    • 2009
  • This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.

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Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.7
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

Prototype of Procedural Quest Generation in Persistent RPG via Non-Player Character (영속적 RPG 게임에서 NPC중심의 창발적 서사 생성 연구)

  • Jeong, Bo-Gyun;Ryu, Eun-Seok;Kang, Sin-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.49-50
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    • 2014
  • 본 논문은 영속적 RPG게임에서 사용자에게 제공되는 퀘스트 유형의 절차적 생성 기법에 대한 연구이다. 영속적 월드(persistent world) 환경은, 게임 사용자를 포함한 다양한 게임 구성 자원간의 상호작용을 통해 서사를 생성하는 가상 월드의 특징을 가지고 있다. 본 실험은 서사의 핵심 자원인 NPC(Non-Player Character) 및 다양한 월드 자원들을 가진 가상의 영속적 월드 하에, NPC들이 창발적인 퀘스트를 지속적으로 생성하도록 하였다. 이를 통해 영속적 가상 월드의 NPC 자원들이 곳곳에서 창발적 퀘스트 유형을 지속적으로 생성하는 것을 확인 할 수 있었다.

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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Generation of Emergent Game Character′s Behavior with Evolution Engine

  • Hong, Jin-Hyuk;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.698-701
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    • 2003
  • In recent years, various digital characters, which are automatic and intelligent, are attempted with the introduction of artificial intelligence or artificial life. Since the style of a character's behavior is usually designed by a developer, the style is very static and simple. So such a simple pattern of the character cannot satisfy various users and easily makes them feel tedious. A game should maintain various and complex styles of a character's behavior, but it is very difficult for a developer to design various and complex behaviors of it. In this paper, we adopt the genetic algorithm to produce various and excellent behavior-styles of a character especially focusing on Robocode which is one of promising simulators for artificial intelligence.

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