• Title/Summary/Keyword: Game Level Design

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Comparison between Cournot-Nash and Stackelberg Game in Bi-level Program (Bi-level program에서 Cournot-Nash게임과 Stackelberg게임의 비교연구)

  • Lim, Yong-Taek;Lim, Kang-Won
    • Journal of Korean Society of Transportation
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    • v.22 no.7 s.78
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    • pp.99-106
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    • 2004
  • This paper presents some comparisons between Cournot-Nash and Stackelberg game in bi-level program, composed of both upper level program and lower level one. The upper level can be formulated to optimize a specific objective function, while the lower formulated to express travelers' behavior patterns corresponding to the design parameter of upper level problem. This kind of hi-level program is to determine a design parameter, which leads the road network to an optimal state. Bi-level program includes traffic signal control, traffic information provision, congestion charge and new transportation mode introduction as well as road expansion. From the view point of game theory, many existing algorithms for bi-level program such as IOA (Iterative Optimization Assignment) or IEA (Iterative Estimation Assignment) belong to Cournot-Nash game. But sensitivity-based algorithms belongs to Stackelberg one because they consider the reaction of the lower level program. These two game models would be compared by using an example network and show some results that there is no superiority between the models in deterministic case, but in stochastic case Stackelberg approach is better than that of Cournot-Nash one as we expect.

Study on Measurement Variables for Visual Attention Improvement in a Serious Game (기능성 게임에서 시각주의력 측정을 위한 효과적인 변인의 설정)

  • Roh, Chang Hyun;Lee, Wan Bok
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.731-736
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    • 2013
  • Recently attention deficit of children has caused various social problems. Those children who has symptoms like ADHD (Attention Deficit/Hyperactivity Disorder) has to be provided with methods which can enhance their attention level in a child-friendly way such as 3D games. This paper shows a research on how to measure the level of attention for attention deficit children using their favorite 3D games. Firstly, we speculated on the methods about attention measurement used in the medical area. And then we searched measurement variables which can effectively evaluate the level of attention during a game play time. Secondly, we have conducted experiment whether there exists difference about the value of the measurement variables between the two groups, normal children group and attention deficit children group. Those variables are omission error, commission error, average response time, and standard deviation of response time. Though our experiment has only been limited to visual attention level, four measurement variables revealed mutual differences.

Game design using a low-level game development kit (저수준 게임개발도구를 이용한 게임 설계)

  • Jang, Ki-hong;Park, Jong-min;Park, Dae-ho;Kim, Seok-hun;Kim, SooKyun;An, SyungOg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.460-461
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    • 2012
  • Currently, many PC games are developed using game engines. Although these game engines provide many functions, there are also downsides such as limitations of the engine itself and development costs. This is essentially why DirectX, which has relatively few limitations and requires minimal expenses, is still considered a very useful game development tool. This thesis lays out the design plan for a war action genre game called Aeon of Strife using low quality game development tools.

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Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.89-98
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    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

Stealthy Behavior Simulations Based on Cognitive Data (인지 데이터 기반의 스텔스 행동 시뮬레이션)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.27-40
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    • 2016
  • Predicting stealthy behaviors plays an important role in designing stealth games. It is, however, difficult to automate this task because human players interact with dynamic environments in real time. In this paper, we present a reinforcement learning (RL) method for simulating stealthy movements in dynamic environments, in which an integrated model of Q-learning with Artificial Neural Networks (ANN) is exploited as an action classifier. Experiment results show that our simulation agent responds sensitively to dynamic situations and thus is useful for game level designer to determine various parameters for game.

Design of an Avatar Assembly System based on a Commercial Game Engine (상용 게임엔진 기반의 아바타 조립 시스템의 설계)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.489-494
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    • 2016
  • Developing 3D games of quality is getting easier as commercial game engines have significantly evolved. It is still difficult, however, for entry-level developers to create various avatars which could affect the entire game because it requires expertise in 3D design and programming. We propose a design of an avatar assembly system based on a commercial game engine, Unity. It includes the assembly, customization, and management of avatars. It also provides an avatar update mechanism via the World Wide Web(WWW) provided by Unity's asset system so that various avatars can be supplied after the initial game distribution.

An Edutainment Game Prototype for Sasang Constitutional Food Therapy

  • Yea, Sang-Jun;Zhao, Dapeng;Ryu, Il-Han;Yang, Changsop;Kim, Chul;Gweon, Gahgene
    • Journal of Society of Preventive Korean Medicine
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    • v.19 no.2
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    • pp.159-167
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    • 2015
  • Objective : Recently many kinds of food therapies have sprung up to prevent or manage disease and to promote health. Seeing Korean history, the Korean medical doctors have been applying food therapy based on the thought that the dietary sources were as important as the medicine. Therefore, in this study, we designed a mobile edutainment game prototype with the goal of providing education about healthy food knowledge for users who belongs to different constitutional types. Materials and Method : We adopted the Sasang Constitutional Medicine as the medical background knowledge for our edutainment game design. Based on the user study, we developed the process of edutainment system which is composed of 'My game', 'My constitution', and 'My food'. Among the whole process, we developed a prototype for the core module - the 'My game' part. This prototype used a jumping game for mobile devices that is composed of training, level 1 and level 2 stages. Results : From the target user evaluation, it was proved that 1) in terms of the learning effect of healthy diet, the edutainment game we developed has a significant advantage over the conventional learning media. 2) after playing the edutainment game, the good and bad food identification accuracy based on picture and text format were increased by 44% and 42% respectively, and 3) target users perceived enjoyment while using this prototype, as well as showed positive intention to use this game as edutainment tool in the future. Conclusion : We designed and developed mobile edutainment game prototype to educate healthy food knowledge based on Sasang Constitutional Medicine. Through user evaluation, we proved that our prototype enhanced healthy food knowledge and that user accepted the prototype as a beneficial edutainment tool.

An Analysis of Perceptions of Teacher for Game-Based Learning (게임기반학습 활성화를 위한 교사의 인식 조사)

  • Park, Hyung-Sung;Park, Sung-Deok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.91-101
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    • 2010
  • The purpose of this study is to analyze the teacher's perception about educational use of a game as a supportive method for teaching and learning process in the educational context. The result will be used as a good index to spread the game-based learning in the future. We have derived the following results through the investigation. Firstly, teachers have some limitation to get the topics and contents for game-based learning curriculum. Secondly, they were frequently required to design and arrange their teaching process by the level of learner's ability in the game-based learning. Thirdly, public institution has to supply various information and guideline for teachers to use the game-based learning. Finally, they demand systematic approach and executive and financial support to encourage the game-based learning.