• Title, Summary, Keyword: Game scenario

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Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

Performance Analysis of Pursuit- Evasion Game Based Guidance Laws (추적-회피 게임 기반 유도법칙의 성능 분석)

  • Kim, Young-Sam;Tahk, Min-Jea;Ryu, Hyeok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.8
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    • pp.747-752
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    • 2008
  • We propose a guidance law based on pursuit-evasion game solutions, and analyze its performance. The game solutions are obtained from the pursuit-evasion game solver developed by Tahk. The initial value of the game solution is used for guidance, and then the pursuit-evasion game is solved again at the next time step. In this respect, the proposed guidance laws are similar to the approach of model predictive control. The proposed guidance method is compared with proportional navigation guidance for a pursuit-evasion scenario, in which the evader always tries to maximize the capture time. According to the comparison, it has larger a capture set than ones of proportional navigation guidance law.

Optimization of Destroyer Deployment for Effectively Detecting an SLBM based on a Two-Person Zero-Sum Game (2인 제로섬 게임 기반의 효과적인 SLBM 탐지를 위한 구축함 배치 최적화)

  • Lee, Jinho
    • Journal of the Korea Society for Simulation
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    • v.27 no.1
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    • pp.39-49
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    • 2018
  • An SLBM (submarine-launched ballistic missile) seriously threatens the national security due to its stealthiness that makes it difficult to detect in advance. We consider a destroyer deployment optimization problem for effectively detecting an SLBM. An optimization model is based on the two-person zero-sum game in which an adversary determines the firing and arriving places with an appropriate trajectory that provides a low detection probability, and we establish a destroyer deployment plan that guarantees the possibly highest detection probability. The proposed two-person zero-sum game model can be solved with the corresponding linear programming model, and we perform computational studies with a randomly generated area and scenario and show the optimal mixed strategies for both the players in the game.

Scenario-based 3D Objects Synthesizing System Design

  • Nam, Ji-Seung;Gao, Hui;Kang, Mi-Young;Kim, Kyoung-Tae;Son, Seung-Chul;Pom, Chung-Ung;Heo, Kwon
    • Journal of Information Processing Systems
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    • v.2 no.1
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    • pp.18-22
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    • 2006
  • This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segments of cool animation. We focused on utilization of the existing motions to synthesize new motions for the objects. The framework is useful to build a 3D animation in game programming with a limited set of 3D objects. We also propose a practical algorithm to reuse and expand the objects. This algorithm is based on motion path modification rules. Both linear and nonlinear curve-fitting algorithms were applied to modify an animation by key frame interpolation and to make the motion appear realistic.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

The Influence of Comedic Elements of the Game on the Gaming Choice by the Game Users (게임속의 코미디 요소가 사용자들의 게임 선택에 미치는 영향)

  • Maeng Jae-Hee;Hwang Ji-Yeon;Park Jin-Wan;Park Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.108-115
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    • 2006
  • This paper will study the influence of comedic elements of the game on the gaming choice by the game users, and focus its goal on establishing the foundation for the various game production environments. Within the game, the comedic elements are categorized as one of actively expressive elements and enhance the game's entertainment together with its sound qualities of graphics, scenario, sounds and level designs. Although the comedic elements are generally acknowledged as necessities, the research on how the users actually perceive those elements has been insufficient. Therefore this paper will investigate characteristics, compositions and techniques of the comedy used in the game and will analyze the influence that those comedic elements have on the users' recognition, satisfaction and royalty to the game.

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The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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Implementation of Natural Behavior Patterns of Monster based on Energy Model (에너지 모델 기반으로 한 몬스터의 자연스러운 행동 패턴 구현)

  • Lee, Jae Moon;Lim, Seong Kyu
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.87-96
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    • 2014
  • In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed 'Jungle Master' game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.

An Anti-Virus Vaccine Selection Model Based on Stackelberg Game (슈타켈버그 게임 기반 Anti-virus 백신 선택 모형)

  • Sung, Si-Il;Choi, In-Chan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.19 no.1
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    • pp.135-144
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    • 2009
  • This paper deals with an information security problem that involves the strategies of both an attacker and an administrator of a web-based system. A game-theoretic model for the problem, based on an Stackelberg game environment, is presented. In the model, the administrator selects a set of anti-virus vaccines to cope with potential system attackers and the intruder chooses attacking modes that are most effective against the administrator's chosen set of vaccines. Moreover, the model considers a number of practical constraints, such as a budget limit on the vaccine purchase and a limit on the system performance. In addition, two different scenario analyses are provided, based on the results of the proposed model applied to a simulated pseudo-real-world data.