• Title/Summary/Keyword: Rock-paper-scissors game

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STOPPING TIMES IN THE GAME ROCK-PAPER-SCISSORS

  • Jeong, Kyeonghoon;Yoo, Hyun Jae
    • Bulletin of the Korean Mathematical Society
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    • v.56 no.6
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    • pp.1497-1510
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    • 2019
  • In this paper we compute the stopping times in the game Rock-Paper-Scissors. By exploiting the recurrence relation we compute the mean values of stopping times. On the other hand, by constructing a transition matrix for a Markov chain associated with the game, we get also the distribution of the stopping times and thereby we compute the mean stopping times again. Then we show that the mean stopping times increase exponentially fast as the number of the participants increases.

The number of games of Rock-Paper Scissors according to game rules (게임 룰에 따른 두 팀 간에 벌이는 가위바위보 게임 수 비교)

  • Cho, Daehyeon
    • The Korean Journal of Applied Statistics
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    • v.33 no.5
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    • pp.579-590
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    • 2020
  • We would use a coin or a game of Rock-Paper Scissors before the a main game to determine which team will begin first. We can use the game of Rock-Paper Scissors to choose one of two or one of many. There can be many rules in a game of Rock-Paper Scissors between two teams and two teams may consist of a different number of players. In this paper, we find the means and variances of the total number of games till the winning team is decided according to different game rules.

Method of Choosing One in the Doubles through the Game of Rock-Paper-Scissors

  • Cho, Dae-Hyeon;Kim, Byung-Soo
    • The Korean Journal of Applied Statistics
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    • v.25 no.5
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    • pp.785-792
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    • 2012
  • In many sports games, we would use a coin or the game of rock-paper-scissors to decide which side will begin rst. We consider the game of rock-paper-scissors when two teams are composed of two individuals respectively. There are many methods to choose one team of the two. We consider all 3 cases when all 4 individuals participate simultaneously or one by one. According to the methods of the game rules we nd the means and variances of the number of games respectively.

The game of Rock-Paper Scissors between two teams (두 팀 간에 벌이는 가위바위보게임에 관한 연구)

  • Cho, Daehyeon
    • The Korean Journal of Applied Statistics
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    • v.32 no.2
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    • pp.277-289
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    • 2019
  • We use a coin or the game of Rock-Paper Scissors before the main game to determine which team will begin first. And we can use effectively the game of Rock-Paper Scissors to choose one of the two or one of many. Two teams may consist of different number of players. In this paper we consider a rule that after each game if the winners consist of only one team then the team wins or the winners continue the next game till the winning team is decided. According to this rule we find the means and variances of the total number of games till the winning team is decided.

RELATIVISTIC INTERPLAY BETWEEN ADAPTIVE MOVEMENT AND MOBILITY ON BIODIVERSITY IN THE ROCK-PAPER-SCISSORS GAME

  • PARK, JUNPYO;JANG, BONGSOO
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.24 no.4
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    • pp.351-362
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    • 2020
  • Adaptive behaviors are one of ubiquitous features in evolutionary dynamics of populations, and certain adaptive behaviors can be witnessed by individuals' movements which are generally affected by local environments. In this paper, by revisiting the previous work, we investigate the sensitivity of species coexistence in the system of cyclic competition where species movement can be affected by local environments. By measuring the extinction probability through Monte-Carlo simulations, we find the relativistic effect of weights of local fitness and exchange rate for adaptive movement on species biodiversity which promotes species coexistence as the relativistic effect is intensified. In addition, by means of basins of initial conditions, we also found that adaptive movement can also affect species biodiversity with respect to the choice of initial conditions. The strong adaptive movement can eventually lead the coexistence as a globally stable state in the spatially extended system regardless of mobility.

The Effect of Good and Bad Luck on Attention to Background versus Object: An Exploratory Study (행운과 불운이 배경 대 대상에 대한 주의에 미치는 효과: 탐색적 연구)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.35-48
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    • 2015
  • It is frequently found in daily life that people who experience good luck as lottery winners try to improve their background (e.g., home, car) but it has not been empirically validated why they do that. Present research attempts to explore the prediction that people who experience good luck expand the scope of attention to background and those who undergo bad luck shrink the scope of attention to adjacent objects. Findings from Experiment 1a indicate that participants who experienced good luck (won the rock-paper-scissors game) paid more attention to background and performed worse in the "find the hidden picture" (below FHP) task while those who underwent bad luck (lost the rock-paper-scissors game) paid more attention to objects, leading to better performance in the FHP task. It is also found in Experiment 1a that, if people washed their hands after experiencing good or bad luck, the opposite result occurred. Experiment 1b confirmed that the rock-paper-scissor game manipulated good and bad luck successfully and did not influence self-control. Experiment 2 shows that people who strongly believe in good luck performed poorly in FHP task while those who do not believe in good luck performed well in FHP task. Overall, three experiments support the proposed research hypotheses. Implications of the study findings for cognitive psychology and related fields including consumer and sports psychology are discussed.

Influence Map Method based on Intransitive Relationship Information for Game Character's Strategic Movement (게임 캐릭터의 전략적인 이동을 위한 상성 정보에 기반한 영향력 분포도 방법)

  • Yoon, Tae-Bok;Lee, Jee-Hyong;Choi, Young-Mee;Choo, Moon-Won
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.615-623
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    • 2009
  • Games are usually composed with several units such as monsters, weapons etc.. There are often intransitive relationships between units, like the one among rock, scissors and paper. Intransitive relationships guarantee the variation of strategy choices while playing. But AIs in many games have been ignored intransitive relationships because decision making with those relationships is complex to model. This paper suggests how to use intransitive relationships to modify influence map. With the modified influence map game AI can make a different decision to win the game. With path-finding technique, this paper shows that the modified influence map makes AI's behaviors better.

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Implementation of Training Simulation Game using Improved Rock-paper-scissors Algorithm (개선된 가위바위보 알고리즘을 적용한 육성 시뮬레이션 게임 개발)

  • Shin, Dong-Jun;Yum, Hyo-sub;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.785-786
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    • 2015
  • 최근 스마트폰의 발달과 높은 보급률로 인해 모바일 어플리케이션 시장이 급속하게 확대되고 있으며, 게임 시장 역시 스마트폰의 발달 흐름에 맞추어 조작이 간단하고 쉽게 즐길 수 있는 게임이 많이 개발 되고 있다. 본 논문은 이러한 흐름에 맞추어 사용자들이 쉽게 즐길 수 있는 육성 시뮬레이션 게임을 설계 및 구현하였다. 본 논문에서 구현한 게임은 기존의 육생 시뮬레이션 게임과 달리 가위바위보를 통하여 게임을 진행하도록 구현하였다. 또한 게임의 재미를 높이기 위해 컴퓨터가 랜덤으로 패를 선택하는 것이 아니라 사용자의 패를 예측하고 계산해 패를 낼 수 있도록 가위바위보 알고리즘을 2개의 패턴으로 개발하여 적용하였다.

A Rock-paper-scissors Game Using Hand Image Recognition Technology based on Artificial Neural Network (인공신경망 기반 손영상 인식기술을 이용한 가위바위보 게임)

  • Jang, Yeon-Su;Kim, Da-Ye;Park, Dong-Jin;Han, YunSung;Jeon, Soobin;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.659-662
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    • 2020
  • 최근 코로나 19로 인한 사회적 거리 두기 확산에 따라 언택트 문화가 새로운 패러다임으로 등장해 사회 전반으로 확산되고 있다. 언택트 문화의 확산으로 컴퓨터를 사용할 때 직접적인 접촉이 있는 키보드나 마우스 같은 입력장치는 공공장소에서 여러 사람이 접촉할 경우 문제가 생길 수 있다. 본 논문에서는 웹캠을 통해 입력된 영상에서 손동작을 인식하는 합성곱 신경망을 학습하고 결과로 나온 추론 모델을 이용하여 비접촉 가위바위보 게임을 구현하였다.

Implementation of hand motion recognition-based rock-paper-scissors game using ResNet50 transfer learning (ResNet50 전이학습을 활용한 손동작 인식 기반 가위바위보 게임 구현)

  • Park, Changjoon;Kim, Changki;Son, Seongkyu;Lee, Kyoungjin;Yoo, Heekyung;Gwak, Jeonghwan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.77-82
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    • 2022
  • GUI(Graphical User Interface)를 대신하는 차세대 인터페이스로서 NUI(Natural User Interace)에 기대가 모이는 것은 자연스러운 흐름이다. 본 연구는 NUI의 손가락 관절을 포함한 손동작 전체를 인식시키기 위해 웹캠과 카메라를 활용하여 다양한 배경과 각도의 손동작 데이터를 수집한다. 수집된 데이터는 전처리를 거쳐 데이터셋을 구축하며, ResNet50 모델을 활용하여 전이학습한 합성곱 신경망(Convolutional Neural Network) 알고리즘 분류기를 설계한다. 구축한 데이터셋을 입력시켜 분류학습 및 예측을 진행하며, 실시간 영상에서 인식되는 손동작을 설계한 모델에 입력시켜 나온 결과를 통해 가위바위보 게임을 구현한다.

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