• Title/Summary/Keyword: Intelligent Game

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Intelligent Vocabulary Recommendation Agent for Educational Mobile Augmented Reality Games (교육용 모바일 증강현실 게임을 위한 지능형 어휘 추천 에이전트)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.108-114
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    • 2019
  • In this paper, we propose an intelligent vocabulary recommendation agent that automatically provides vocabulary corresponding to game-based learners' needs and requirements in the mobile education augmented reality game environment. The proposed agent reflects the characteristics of mobile technology and augmented reality technology as much as possible. In addition, this agent includes a vocabulary reasoning module, a single game vocabulary recommendation module, a battle game vocabulary recommendation module, a learning vocabulary list Module, and a thesaurus module. As a result, game-based learners' are generally satisfied. The precision of context vocabulary reasoning and thesaurus is 4.01 and 4.11, respectively, which shows that vocabulary related to situation of game-based learner is extracted. However, In the case of satisfaction, battle game vocabulary(3.86) is relatively low compared to single game vocabulary(3.94) because it recommends vocabulary that can be used jointly among recommendation vocabulary of individual learners.

Design of game interface based on 3-Axis accelerometer for physical Interactive game (체감형 게임을 위한 3축 가속도 센서 기반 게임 인터페이스 개발)

  • Kim, Sung-Ho;Chae, Bu-Kyung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.538-544
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    • 2009
  • As the world game marcket has been recording weak growth, the development of new gane concept is required to attract the gamer's attention from those who were fed up with the previous game paradigm. Recently, the game which can recognize the player's motions and provide new interaction between the game and user is more popular than ever before. In the games with somesthesia based on Virtual Reality, the sense of the reality is considered the most important factor for drawing immersion from the gamers. In this work, a new type of 3-axis accelerometer based interactive game interface which can effectively recognize the gamer' motion is suggested. Furthermore, various experiments are carried out to verify the effectiveness of the proposed scheme.

A Study on Searching a Pass of the Intelligent Character using Genetic Algorithm (유전자 알고리즘을 이용한 지능 캐릭터의 경로 탐색에 관한 연구)

  • Lee, Myun-Sub
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.81-88
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    • 2009
  • In this paper, I suggested a way for searching a path of the intelligent character in an action game by using a genetic algorithm. This realized the algorithm which enables not only to chose the nearest path but also to search the optimum path by using genetic algorithm. In this case, if the codes of chromosomes are applied as they are, a lot of lethal genes could occur. In order to solve such a problem, I used a splicing method, one of the DNA's behavior characteristics. The intelligent character searched out a optimum pass as well as a shortcut path with one treatment by using the characteristic of a genetic algorithm which generates multiple candidate solutions in the search process.

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A Study on the Intelligent Game based on Reinforcement Learning (강화학습 기반의 지능형 게임에 관한 연구)

  • Woo Chong-Woo;Lee Dong-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.17-25
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    • 2006
  • An intelligent game has been studied for some time, and the main purpose of the study was to win against human by enhancing game skills. But some commercial games rather focused on adaptation of the user's behavior in order to bring interests on the games. In this study, we are suggesting an adaptive reinforcement learning algorithm, which focuses on the adaptation of user behavior. We have designed and developed the Othello game, which provides large state spaces. The evaluation of the experiment was done by playing two reinforcement learning algorithms against Min-Max algorithm individually. And the results show that our approach is playing more improved learning rate, than the previous reinforcement learning algorithm.

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Implementation of Crowd Behavior of Pedestrain based AB and CA mathematical model in Intelligent Game Environment (게임환경에서 AB 와 CA 수학모델을 이용한 보행자들의 집단행동 구현)

  • Kim, Seongdong;Kim, Jonghyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.5-14
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    • 2019
  • In this paper, we propose a modeling and simulation of group behavioral movement of pedestrians using Agent based and Cellular Automata model in intelligent game environment. The social behaviors of the crowds are complex and important, and based on this, the prototype game-model was implemented to show the crowd interaction on AB and CA in the game environment. Our experiment revealed the promise of group behaviour as a cost-efficient, yet accurate platform for researching crowd behaviour in risk situations with real models.

A Study on Intelligent Combat Robot Systems for Future Warfare

  • Sung-Kwon Kim;Sang-Hyuk Park
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.165-170
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    • 2023
  • This study focuses on the development of intelligent combat robot systems for future warfare. The research is structured as follows: First, the introduction presents the rationale for researching intelligent combat robots and their potential to become game changers in future warfare. Second, in the context of the intelligent robot paradigm, this study proposes the need for military organizations to innovate their combat concepts and weapon systems through the effective utilization of Artificial Intelligence, Cognitive, Biometric, and Mechanical technologies. This forms the theoretical background of the study. Third, the analysis of intelligent robot systems considers five examples: humanoid robots, jumping robots, wheeled and quadrupedal pack robots, and tank robots. Finally, the discussion and conclusion propose that intelligent combat robots should be selected as game changers in military organizations for future warfare, and suggest further research in this area.

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

Need based Game Artificial Intelligence Object Modeling using Analytic Hierarchy Process (AHP를 이용한 욕구기반 게임 AI 객체 모델링)

  • Kwon Il-Kyoung;Lee Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.3
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    • pp.363-368
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    • 2005
  • Artificial life is a science studying artificial systems that implement various behavioral characteristics of lives as an attempt of applying some features found in living creatures to artificial intelligent objects in virtual worlds. Attempts and researches are actively being made to apply human needs to games and express them through artificial life. Human needs and the expression of the needs are extremely diverse and complicated, so they cannot be modeled in a specific way. Thus this study modeled game AI object needs using AHP, which is a useful model in solving problems quantitatively through basic observation of human nature, analytic thinking, measuring, etc. In addition, the modeled game AI object needs were examined through the analysis of performance sensitivity and their applicability to actual games was assessed with example.

An Intelligent NPC Framework for Context Awareness (상황인지를 위한 지능형 NPC 프레임워크)

  • Lee, Bong-Keun;Chung, Jae-Du;Ryu, Keun-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.9
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    • pp.2361-2368
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    • 2009
  • Recently AI(Artificial Intelligence) is one of the issues in the on-line game, a research that a game character seems to be realistic and is progressing using AI technique. Especially NPC is an important part of the AI researches of on-line game, and it is concerned by a game player and an architect. We proposed an intelligent agent framework to implement the NPC technique after studying the NPC technique using context awareness that reacts to the PC(Player Character) actively. Also, it can be developed gradually, and apply to various application because it has the capability to of adding an agent or deleting an agent easily.

Matrix Game with Z-numbers

  • Bandyopadhyay, Sibasis;Raha, Swapan;Nayak, Prasun Kumar
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.1
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    • pp.60-71
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    • 2015
  • In this paper, a matrix game is considered in which the elements are represented as Z-numbers. The objective is to formalize the human capability for solving decision-making problems in uncertain situations. A ranking method of Z-numbers is proposed and used to define pure and mixed strategies. These strategies are then applied to find the optimal solution to the game problem with an induced pay off matrix using a min max, max min algorithm and the multi-section technique. Numerical examples are given in support of the proposed method.