• Title/Summary/Keyword: Game Player Modeling

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The Study of Bot Program Detection based on User Behavior in Online Game Environment (온라인 게임 환경에서 사용자 행위 정보에 기반한 봇 프로그램 탐지 기법 연구)

  • Yoon, Tae-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4200-4206
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    • 2012
  • Recently, online-game industry has been rapidly expanding in these days. But, the various game service victimized cases are generated by the bots program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with game log data. It analyzed behaviors of human players as well as bots and identified features to build the model to differentiate bots from human players. In an experiment, by using the served online-game, the model of a user and bots were generated was distinguished. And the reasonable result was confirmed.

A study on overlapped configuration and Meta-simulation on Open-world (오픈 월드 게임의 중첩적 구성과 메타시뮬레이션 고찰)

  • Kim, Hee-Seon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.47-56
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    • 2020
  • The overall aim of this research was to explore Open-world game through the notion of Paidia and Ludus that proposed by Frasca. As a structured simulation system, the Open World overlap Non-linear events and Linear quests via geographic world. Building own sequence of explore the world with Paidia process, Player collides with the pre-scripted quest. In result of that Meta-Simulator emerge as alternative tool for modeling Meta-Simulation, which presents an alternative, extended use of gameplay.

Study on Influencing Factors of Camera Balance in MOBA Games - Focused on (MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로)

  • LI, JING;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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A Raid-Type War-Game Model Based on a Discrete Multi-Weapon Lanchester's Law

  • Baik, Seung-Won
    • Management Science and Financial Engineering
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    • v.19 no.2
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    • pp.31-36
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    • 2013
  • We propose a war-game model that is appropriate for a raid-type warfare in which, a priori, the maneuver of the attacker is relatively certain. The model is based on a multi-weapon extention of the Lanchester's law. Instead of a continuous time dynamic game with the differential equations from the Lanchester's law, however, we adopt a multi-period model relying on a time-discretization of the Lanchester's law. Despite the obvious limitation that two players make a move only on the discrete time epochs, the pragmatic model has a manifold justification. The existence of an equilibrium is readily established by its equivalence to a finite zero-sum game, the existence of whose equilibrium is, in turn, well-known to be no other than the LP-duality. It implies then that the war-game model dictates optimal strategies for both players under the assumption that any strategy choice of each player will be responded by a best strategy of her opponent. The model, therefore, provides a sound ground for finding an efficient reinforcement of a defense system that guarantees peaceful equilibria.

Modeling and Analyzing One Vendor-Multiple Retailers VMI SC Using Stackelberg Game Theory

  • Golmohammadi, Amir-Mohammad;Javid, Negar Jahanbakhsh;Poursoltan, Lily;Esmaeeli, Hamid
    • Industrial Engineering and Management Systems
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    • v.15 no.4
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    • pp.385-395
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    • 2016
  • Game theory is a powerful tool for analyzing the Supply chain (SC) with different conflicting elements. Among them, the Stackelberg game is the one in which a player as leader has more power than the other ones as followers. Since in many SC systems one element has, in essence, more power than the others; the Stackelberg game has found many applications in SC studies. In this paper, we apply the Stackelberg game-theoretic approach and the corresponding equilibrium point to formulate and analyze a two echelon VMI SC. Comprehensive computational results on an experimental case are conducted to numerically analyze the performance of VMI system against three groups of critical parameters. Moreover, a critical comparison demonstrates the poorer performance of decentralized VMI system than centralized one. This naturally necessitates designing proper contracts between VMI partners in order to more effectively implement the realistic decentralized system.

An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

OPTIMAL STRATEGIES IN BIOECONOMIC DIFFERENTIAL GAMES: INSIGHTS FROM CHEBYSHEV TAU METHOD

  • Shahd H. Alkharaz;Essam El-Siedy;Eliwa M. Roushdy;Muner M. Abou Hasan
    • Nonlinear Functional Analysis and Applications
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    • v.29 no.2
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    • pp.527-543
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    • 2024
  • In the realm of differential games and bioeconomic modeling, where intricate systems and multifaceted interactions abound, we explore the precision and efficiency of the Chebyshev Tau method (CTM). We begin with the Weierstrass Approximation Theorem, employing Chebyshev polynomials to pave the way for solving intricate bioeconomic differential games. Our case study revolves around a three-player bioeconomic differential game, unveiling a unique open-loop Nash equilibrium using Hamiltonians and the FilippovCesari existence theorem. We then transition to numerical implementation, employing CTM to resolve a Three-Point Boundary Value Problem (TPBVP) with varying degrees of approximation.

A Study on Tactile Sensation Application for Computer Game and Virtual Reality (컴퓨터게임과 가상현실을 위한 촉각 응용에 관한 연구)

  • 이영재
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.646-654
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    • 2002
  • The human sense of touch provides us with an important source of information about our surroundings. Because of its unique position at interface between our bodies and the out world, touch sensation supplies sensory data which helps us manipulate and recognize objects and warn of harmful situation. But tactile sensation was recognized less important than visual sense and auditory sense but it plays an important immersing role in virtual reality and computer game. Tactile sensation can be used to influence to objects according to power and supplied sensory feedback to the player in a virtual environment. This paper investigated the characteristics of tactile sensation of human being and proposed method of sturdy using force sensing sensor, simple force modeling and data structure form for virtual reality and computer game. As a result, force distribution, depth, center point can be calculated using sensor output and this information is very effective to specific position for actions and reactions. This study can used as basic information for tactile sensation and it's application in computer game and virtual realty.

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User Modeling Method for Dynamic-FSM (Dynamic-FSM을 위한 사용자 모델링 방법)

  • Yun Tae-Bok;Park Du-Gyeong;Park Gyo-Hyeon;Lee Ji-Hyeong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2006.05a
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    • pp.317-321
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    • 2006
  • 게임의 재미요소를 증대 시키고, 게임 생명주기(Life-Cycle)를 늘어나게 하기 위해 다양한 방법이 연구 중이다. 현실감 있는 그래픽 효과와 뛰어난 음향 효과 등과 함께 게임 플레이어의 게임 스타일이 반영된 게임을 만들기 위한 방법이 대표적이 예라 할 수 있다. 그 중 게임 플레이어의 스타일을 게임에 다시 이용하기 위해서는 플레이어의 인지과정이 요구되며, 인지된 결과를 이용하여 플레이어를 모델링(User Modeling)한다. 하지만, 게임의 종류와 특성에 따라 다양한 게임이 존재하기 때문에 플레이어를 모델링하기 어렵다는 문제를 가지고 있다. 본 논문에서는 게임에서 정의된 FSM(Finite State machine)을 이용하여 플레이어가 선택한 행동 패턴을 분석하고 적용하는 방법과 다양한 게임에서 이용 할 수 있는 스크립트 형태의 NPC 행동 패턴 변경 방법을 제안한다. 플레이어의 데이터를 분석하여 얻은 결과는 FSM을 변경하여 새로운 행동을 보이는 NPC(Non-Player Characters)를 생성하는데 사용되며, 이 캐릭터는 게임의 특성과 플레이어의 최신 행동 패턴 경향을 학습한 적용형 NPC라 할 수 있다. 실험을 통하여 사용자의 행동과 유사한 패턴을 보이는 NPC의 생성을 확인할 수 있었으며, 게임에서 상대적인 또는 적대적인 캐릭터로 유용하게 사용 될 수 있다.

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