• Title/Summary/Keyword: Game scenario

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SINR Pricing in Non Cooperative Power Control Game for Wireless Ad Hoc Networks

  • Suman, Sanjay Kumar;Kumar, Dhananjay;Bhagyalakshmi, L.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.7
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    • pp.2281-2301
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    • 2014
  • In wireless ad hoc networks the nodes focus on achieving the maximum SINR for efficient data transmission. In order to achieve maximum SINR the nodes culminate in exhausting the battery power for successful transmissions. This in turn affects the successful transmission of the other nodes as the maximum transmission power opted by each node serves as a source of interference for the other nodes in the network. This paper models the choice of power for each node as a non cooperative game where the throughput of the network with respect to the consumption of power is formulated as a utility function. We propose an adaptive pricing scheme that encourages the nodes to use minimum transmission power to achieve target SINR at the Nash equilibrium and improve their net utility in multiuser scenario.

Integration Method of Composite Pattern and Visitor Pattern for Expanding the Structure of Scenario Generator (시나리오 생성기의 구조 확장을 위한 Visitor 패턴과 Composite 패턴의 병합 기법)

  • Uam, Jaehak;Kwak, Jeonghoon;Sung, Yunsick
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.591-592
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    • 2014
  • Visitor 패턴은 구조 문제로 새로운 ConcreteElement 클래스가 추가될 때 Visitor 클래스 및 ConcreteVisitor 클래스를 수정해야 한다. 이 논문에서는 Visitor 패턴을 적용한 시나리오 생성기가 유연한 구조를 가지기 위해서 Visitor 패턴과 Composite 패턴을 병합하여 적용하는 기법을 제안한다. 그래서 시나리오 생성기에 ConcreteElement 클래스를 추가할 때마다 ConcreteVisitor 클래스의 멤버 함수를 유연하게 추가 및 삭제를 할 수 있는 클래스 구조를 제공한다.

Game Theoretic based Distributed Dynamic Power Allocation in Irregular Geometry Multicellular Network

  • Safdar, Hashim;Ullah, Rahat;Khalid, Zubair
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.199-205
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    • 2022
  • The extensive growth in data rate demand by the smart gadgets and mobile broadband application services in wireless cellular networks. To achieve higher data rate demand which leads to aggressive frequency reuse to improve network capacity at the price of Inter Cell Interference (ICI). Fractional Frequency Reuse (FFR) has been recognized as an effective scheme to get a higher data rate and mitigate ICI for perfect geometry network scenarios. In, an irregular geometric multicellular network, ICI mitigation is a challenging issue. The purpose of this paper is to develop distributed dynamic power allocation scheme for FFR based on game theory to mitigate ICI. In the proposed scheme, each cell region in an irregular multicellular scenario adopts a self-less behavior instead of selfish behavior to improve the overall utility function. This proposed scheme improves the overall data rate and mitigates ICI.

Game AI Agents using Deliberative Behavior Tree based on Utility Theory (효용이론 기반 숙고형 행동트리를 이용한 게임 인공지능 에이전트)

  • Kwon, Minji;Seo, Jinsek
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.432-439
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    • 2022
  • This paper introduces deliberative behavior tree using utility theory. The proposed approach combine the strengths of behavior trees and utility theory to implement complex behavior of AI agents in an easier and more concise way. To achieve this goal, we devised and implemented three types of additional behavior tree nodes, which evaluate utility values of its own node or its subtree while traversing and selecting its child nodes based on the evaluated values. In order to validate our approach, we implemented a sample scenario using conventional behavior tree and our proposed deliberative tree respectively. And then we compared and analyzed the simulation results.

Asymmetric Information Supply Chain Models with Credit Option

  • Zhang, Xu;Zeephongsekul, Panlop
    • Industrial Engineering and Management Systems
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    • v.12 no.3
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    • pp.264-273
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    • 2013
  • Credit option is a policy that has been studied by many researchers in the area of supply chain management. This policy has been applied in practice to improve the profits of supply chain members. Usually, a credit option policy is proposed by the seller, and often under a symmetric information environment where members have complete information on each others' operations. In this paper, we investigate two scenarios: firstly, the seller offers a credit option to the buyer, and secondly, the buyer attempts to stretch the length of the credit period offered by the seller. The proposed model in both scenarios will be investigated under an asymmetric information structure where some information are private and are only known to the individual who has knowledge of this information. The interactions between buyer and seller will be modeled by non-cooperative Stackelberg games where the buyer and seller take turn as leader and follower. Among some of the numerical results obtained, the seller and buyer's profits obtained from symmetric information games are larger than those obtained from an asymmetric information game in both scenarios. Furthermore, both buyer and seller's profit in the second scenario are better than in the first scenario.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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An analysis of in-service teachers' perceived interactivity with AI teachers through RPP(Role-Play Presentation) (RPP(Role-Play Presentation)를 통한 교사의 AI 교사와의 지각된 상호작용성 분석)

  • Ko, Ho Kyoung;Huh, Nan;Noh, Jihwa
    • The Mathematical Education
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    • v.60 no.3
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    • pp.321-340
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    • 2021
  • As many changes in the future society represented by the age of artificial intelligence(AI) are expected to come, efforts are being made to draw the shape of the future education and various research methods are being employed to support the attempts. While many research studies use methods for deriving generalized results such as expert survey and trend analysis in along with a review of literature, there are attempts to apply the scenario methodology to explore ideas and information needed within a changing context. A scenario method, one of the experiential learning strategies, aims to seek various and alternative approaches by establishing a plan from the present conditions considering future changes. In this study, in-service teachers' perceptions and expectations of the interactivity between human and AI teachers were visualized by applying the role-play presentation technique that grafted the concept of role-play game to the scenario method. In addition, the mandal-art method was introduced to support in conducting productive discussion during the teachers' collaboration. This method appeared to help to depict teachers' perceptions of AI teachers in the detailed and concrete form, which may flow in the abstract otherwise. Through analyses of the teachers' role-play presentations with the implementation of the madal-art method it was suggested that most teachers would want to collaborate with an AI teacher for improved instruction and individualized student learning while they would take the instructional authority over the AI teacher in the classroom.

Strategy for Task Offloading of Multi-user and Multi-server Based on Cost Optimization in Mobile Edge Computing Environment

  • He, Yanfei;Tang, Zhenhua
    • Journal of Information Processing Systems
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    • v.17 no.3
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    • pp.615-629
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    • 2021
  • With the development of mobile edge computing, how to utilize the computing power of edge computing to effectively and efficiently offload data and to compute offloading is of great research value. This paper studies the computation offloading problem of multi-user and multi-server in mobile edge computing. Firstly, in order to minimize system energy consumption, the problem is modeled by considering the joint optimization of the offloading strategy and the wireless and computing resource allocation in a multi-user and multi-server scenario. Additionally, this paper explores the computation offloading scheme to optimize the overall cost. As the centralized optimization method is an NP problem, the game method is used to achieve effective computation offloading in a distributed manner. The decision problem of distributed computation offloading between the mobile equipment is modeled as a multi-user computation offloading game. There is a Nash equilibrium in this game, and it can be achieved by a limited number of iterations. Then, we propose a distributed computation offloading algorithm, which first calculates offloading weights, and then distributedly iterates by the time slot to update the computation offloading decision. Finally, the algorithm is verified by simulation experiments. Simulation results show that our proposed algorithm can achieve the balance by a limited number of iterations. At the same time, the algorithm outperforms several other advanced computation offloading algorithms in terms of the number of users and overall overheads for beneficial decision-making.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.