• Title/Summary/Keyword: Simulation Game

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Evolution of Cooperative Behavior in Distributed Social Dilemma

  • Yamashita, Tomohisa;Suzuki, Keiji;Yamamoto, Masahito;Ohuchi, Azuma
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.97-100
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    • 2000
  • In previous research of social dilemma, there is no extended game that the players can select one game out of some social dilemma games. We propose this kind of game as "Distributed Social Dilemma" In this game, each player tries to acquire the adaptive strategy throughout local interactions. We make use of GA as evolutionary operations. In this paper, our purpose is to examine how the game selection of players influences the evolution of cooperation in distributed social dilemma. In order to examine, we formulate distributed social dilemma by Game Theory and use agent-based simulation that each agent is regard as player

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Game Theory-based Bi-Level Pricing Scheme for Smart Grid Scheduling Control Algorithm

  • Park, Youngjae;Kim, Sungwook
    • Journal of Communications and Networks
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    • v.18 no.3
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    • pp.484-492
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    • 2016
  • Smart grid (SG) technology is now elevating the conventional power grid system to one that functions more cooperatively, responsively, and economically. When applied in an SG the demand side management (DSM) technique can improve its reliability by dynamically changing electricity consumption or rescheduling it. In this paper, we propose a new SG scheduling scheme that uses the DSM technique. To achieve effective SG management, we adopt a mixed pricing strategy based on the Rubinstein-Stahl bargaining game and a repeated game model. The proposed game-based pricing strategy provides energy routing for effective energy sharing and allows consumers to make informed decisions regarding their power consumption. Our approach can encourage consumers to schedule their power consumption profiles independently while minimizing their payment and the peak-to-average ratio (PAR). Through a simulation study, it is demonstrated that the proposed scheme can obtain a better performance than other existing schemes in terms of power consumption, price, average payment, etc.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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A Study of Analyzing Realtime Strategy Game Data using Data Mining (Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석)

  • Yong, Hye-Ryeon;Kim, Do-Jin;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.59-68
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    • 2015
  • The progress in Information & Communication Technology enables data scientists to analyze big data for identifying peoples' daily lives and tacit preferences. A variety of industries already aware the potential usefulness of analyzing big data. However limited use of big data has been performed in game industry. In this research, we adopt data mining technique to analyze data gathered from a strategic simulation game. Decision Tree, Random Forest, Multi-class SVM, and Linear Regression techniques are used to find the most important variables to users' game levels. We provide practical guides for game design and usability based on the analyzed results.

A Study on the Relationship between Psychophysiological Experience and Negative Attitude in Smoking Serious Games (흡연 기능성 게임에서 심리생리학적 경험과 흡연의 부정적 태도와의 관계에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.189-198
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    • 2017
  • The purpose of this study is to investigate the relationship between smoking attitudes and psychophysiological variables and to find out whether smoking cessation activities can be helpful for smoking cessation. We set up Negative Attitudes experience as a dependent variable. Several factors including Psychological Resistance, Psychological Distress and brainwave(Left brain ${\theta}$, Right Brain ${\theta}$) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, psychological resistance had negative influences on negative attitudes toward smoking in smoking simulation game and psychological distress had positive effect. And left brain ${\theta}$ had negative influences on negative attitudes toward smoking in smoking simulation game and right brain ${\theta}$ had positive effect.

Biform Game Based Cognitive Radio Scheme for Smart Grid Communications

  • Kim, Sungwook
    • Journal of Communications and Networks
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    • v.14 no.6
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    • pp.614-618
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    • 2012
  • Smart grid is widely considered to be a next generation power grid, which will be integrated with information feedback communications.However, smart grid communication technologies are subject to inefficient spectrum allocation problems. Cognitive radio networks can solve the problemof spectrumscarcity by opening the under-utilized licensed bands to secondary users. In this paper, adaptive cognitive radio spectrum sensing and sharing algorithms are developed for smart grid environments. Simulation results are presented to demonstrate the effectiveness of the proposed scheme in comparison with other existing schemes.

Optimal Inventory Policy in Beer Distribution Game (Beer Distribution Game에서의 최적 재고정책)

  • 조면식;김현수
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.24 no.65
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    • pp.11-22
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    • 2001
  • Recently, many studies on the supply chain management have been published due to increasing attention placed on the design and performance analysis of the supply chain as a whole. Using the Beer distribution game introduced in Sterman[1995], we develop a simple order-up-to-R inventory model to minimize sum of the inventory holding cost and shortage cost under probabilistic demand. We show that performance of the model is robust through extensive simulation experiment. Applying the model to serially connected supply chain, we observe that, if the unit shortage cost is relatively high, R value computed independently is an optimal solution.

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Policy Diffusion in The Beer Game

  • Duggan, Jim
    • Korean System Dynamics Review
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    • v.5 no.2
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    • pp.175-197
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    • 2004
  • The research studies the classic beer game simulation model from a new perspective. It does so by providing each agent with two ordering policies, and creating a set of rules that allow an agent to change its policy. Such a change is triggered based on an agent's confidence in their own performance, and on the relative confidence of their nearest neighbour. The overall effect is that policy diffusion can occur, where, under certain circumstances, an agent will mimic the behaviour of its neighbour, if it believes that its neighbour is performing better. The motivation behind this research is to provide an experimental base upon which the decision making strategies of business agent can be studied.

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A Case Study of Simulation Game Development based on Multi-Platform (다중 플랫폼 기반의 육성시뮬레이션 게임 개발 사례 연구)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.359-360
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    • 2012
  • 최근 오픈마켓의 급속한 성장과 함께 다중 플랫폼을 위한 콘텐츠 시장이 확대되고 있다. 특히 오픈마켓에 등록된 콘텐츠의 약 15%가 게임콘텐츠가 차지할 만큼 게임은 오픈마켓에서 중요한 비중을 차지하고 있고, 다양한 부가가치를 창출하고 있다. 시뮬레이션게임은 크게 전략시뮬레이션게임, 레이싱시뮬레이션게임, 경영시뮬레이션게임, 육성시뮬레이션게임 등 플레이어의 역할 및 게임의 목적에 따라 다양하게 구분되고 있다. 본 논문에서는 기후변화와 기상 이변으로 인한 환경파괴를 게임배경으로 하여 식물과 동물들이 살아갈 수 있는 환경을 만드는 것을 게임컨셉으로 하였으며, 다중 플랫폼 기반의 육성시뮬레이션장르에 경영적인 측면과 교육적인 기능성게임의 요소를 포함한 게임을 개발하였다.

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