• Title/Summary/Keyword: Intelligent Game

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Cell-based motion control of mobile robots for soccer game

  • Baek, Seung-Min;Han, Woong-Gie;Kuc, Tae-Yong
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.819-824
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    • 1997
  • This paper presents a cell-based motion control strategy for soccer playing mobile robots. In the central robot motion planner, the planar ground is divided into rectangular cells with variable sizes and motion indices to which direction the mobile robot should move. At every time the multiple objects-the goal gate, ball, and robots-detected, integer values of motion indices are assigned to the cells occupied by mobile robots. Once the indices being calculated, the most desirable state-action pair is chosen from the state and action sets to achieve successful soccer game strategy. The proposed strategy is computationally simple enough to be used for fast robotic soccer system.

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Generation of Emergent Game Character′s Behavior with Evolution Engine

  • Hong, Jin-Hyuk;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.698-701
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    • 2003
  • In recent years, various digital characters, which are automatic and intelligent, are attempted with the introduction of artificial intelligence or artificial life. Since the style of a character's behavior is usually designed by a developer, the style is very static and simple. So such a simple pattern of the character cannot satisfy various users and easily makes them feel tedious. A game should maintain various and complex styles of a character's behavior, but it is very difficult for a developer to design various and complex behaviors of it. In this paper, we adopt the genetic algorithm to produce various and excellent behavior-styles of a character especially focusing on Robocode which is one of promising simulators for artificial intelligence.

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Behavior Pattern Modeling based Game Bot detection (행동 패턴 모델을 이용한 게임 봇 검출 방법)

  • Park, Sang-Hyun;Jung, Hye-Wuk;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.3
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    • pp.422-427
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    • 2010
  • Korean Game industry, especially MMORPG(Massively Multiplayer Online Game) has been rapidly expanding in these days. But As game industry is growing, lots of online game security incidents have also been increasing and getting prevailing. One of the most critical security incidents is 'Game Bots', which are programs to play MMORPG instead of human players. If player let the game bots play for them, they can get a lot of benefic game elements (experience points, items, etc.) without any effort, and it is considered unfair to other players. Plenty of game companies try to prevent bots, but it does not work well. In this paper, we propose a behavior pattern model for detecting bots. We analyzed behaviors of human players as well as bots and identified six game features to build the model to differentiate game bots from human players. Based on these features, we made a Naive Bayesian classifier to reasoning the game bot or not. To evaluated our method, we used 10 game bot data and 6 human Player data. As a result, we classify Game bot and human player with 88% accuracy.

Forecasting of Real Time Traffic Situation (실시간 교통상황 예보)

  • 홍유식;박종국
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.4
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    • pp.330-337
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    • 2000
  • This paper proposes a new concept of coordinating green this which controls 10 traffic intersection systems. For instance, if we have a baseballs game at 8 pm today, traffic volume toward the baseball game at 8 pm today, traffic volume toward the baseball game will be incr eased 1 hour or 1 hour 30 minutes before the baseball game. at that time we can not pred ict optimal green time Even though there have smart elctrosensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time proposed coordinating green time better than electro-sensitive traffic light system. Therefore, in this paper to improvevehicle speed and reduce average vehicle waiting time, we created optiual green time fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive traffic light system dosen't consider coordinating green time.

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Forcasting of Real Time Traffic Situation (실시간 교통상황 예보)

  • 홍유식;진현수;최명복;박종국
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2000.05a
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    • pp.292-297
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    • 2000
  • This paper proposes a new concept of coordinating green time which controls 10 traffic intersection systems. For instance, if we have a baseball game at 8 pm today, traffic volume toward the baseball game at 8 pm today, traffic volume toward the baseball game will be increased 1 hour or 1 hour and 30 minutes before the baseball game. At that time we can not predict optimal green time Even though there have smart elctro-sensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive traffic light system dosen't consider coordinating green time.

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The Design and implementation of the game for improving disabled children's intelligence

  • Kim, Jong Kyum;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.39-46
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    • 2016
  • In this paper, I proposed the general children's games and showed the design and implementation of children's games which are non-violent, emotionally helpful and good for the development of intelligence. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Most of contemporary games are violent to children. To solve such problems, I designed and implemented the game which is not violent but educative and child-friendly. These days, entertainment games or Internet online games have been developed highly biased to children's interest and amusement rather than children's intellectual development. Usually, disabled children are inferior to normal children in movement of their hands and bodies. Therefore, it is hard for them to follow speedy games. This paper shows that the proposed intellectual development of the game can help disabled children not to be violent and to be more intelligent. That was proved by the results through the question investigation. According to the survey, disabled children's any violent actions were not reported after they played this game. Also, this game helped their intellectual development in accordance with the results of this study.

A Study on Process-centered Behavioral Experience for Alternative Interpretation of Game Addiction (게임 중독의 대안적 해석을 위한 과정중심적 행위 경험에 대한 연구: 집단적 게임 이용을 중심으로)

  • Youk, Eun-Hee
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.19-32
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    • 2022
  • This study examined how the use of co-game play, which implies specific behavioral condition, changes the influence and direction of the sensation seeking, gender, and identity stability, which are predictors on game addiction. The results of this study are as follows. First, sensation seeking had no significant effect on game addiction. However, the main effect of co-play on game addiction was confirmed. Second, the moderating effects of gender on co-play and game addiction were significant. It indicates that co-play has a greater impact on game addiction in female than male.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.