• Title/Summary/Keyword: Strategic Games

Search Result 51, Processing Time 0.023 seconds

Variable Message Sign Operating Strategies Based on Bayesian Games (베이지안 게임이론에 근거한 전략적 VMS 제공에 관한 연구)

  • Kwon, Hyug;Lee, Seung-Jae;Shin, Sung-Whee
    • Journal of Korean Society of Transportation
    • /
    • v.22 no.7 s.78
    • /
    • pp.71-78
    • /
    • 2004
  • This paper presents a game-theoretic model of information transmission for variable message sign(VMS) operations. There are one VMS operator and many drivers as players. Operator wants to minimize the total travel time while the drivers want to minimize their own travel time. The operator who knows the actual traffic situation offers information strategically. The drivers evaluate the information from operator, and then choose the route. We model this situation as a cheap-talk game which is a simplest form of Bayesian game. We show that there is a possibility that the operator can improve the traffic efficiency by manipulating the electric signs at times. Indeed, it is an equilibrium of the game. This suggests that the operator must consider the strategic use of VMS system seriously.

A Study on NPC Grouping of 3D Game using Gabor Characteristics (가버 특성을 이용한 3D 게임의 NPC 그룹핑에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.12
    • /
    • pp.2836-2842
    • /
    • 2010
  • An NPC grouping method is proposed for various 3D games depending on their characteristics. Immovable objects tend to have particular orientation features in their Gabor filtering results whereas the movable objects controlled by AI appearing as a human or an animal do not. First of all, We analyzed directional and frequency domain features in the NPC object and configured them as 24 Gabor filter banks. Then, 24-dimensional feature vectors according to the scale and direction of the filter are calculated. Each extracted vector represents the energy of a certain direction. This energy indicates the particular direction strength of the object texture. Thus, using this property, NPCs could be grouped as artificial objects and natural objects effectively and it draws the game more speed and strategic actions as a result.

Strategic Analysis of the Multilateral Bargaining for the Distribution Channels with Different Transaction Costs (거래비용이 상이한 복수의 유통채널에 대한 다자간 협상전략에 관한 연구)

  • Cho, Hyung-Rae;Rhee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.38 no.4
    • /
    • pp.80-87
    • /
    • 2015
  • The proliferation of the Internet and communication technologies and applications, besides the conventional retailers, has led to a new form of distribution channel, namely home sopping through the telephone, TV, catalog or the Internet. The conventional and new distribution channels have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the possibility of 'touch and feel' to test the quality of the product, the delivery time and the concern for the security for the personal information. Difference in the transaction costs between the distribution channels results in the different selling prices even for the same product. Moreover, distribution channels with different selling prices necessarily result in different business surpluses. In this paper, we study the multilateral bargaining strategy of a manufacturer who sells a product through multiple distribution channels with different transaction costs. We first derive the Nash equilibrium solutions for both simultaneous and sequential bargaining games. The numerical analyses for the Nash equilibrium solutions show that the optimal bargaining strategy of the manufacturer heavily depends not only on the degree of competition between the distribution channels but on the difference of the business surpluses of the distribution channels. First, it is shown that there can be four types of locally optimal bargaining strategies if we assume the market powers of the manufacturer over the distribution channels can be different. It is also shown that, among the four local optimal bargaining strategies, simultaneous bargaining with the distribution channels is the most preferred bargaining strategy for the manufacturer.

Win-Loss Prediction Using AOS Game User Data

  • Ye-Ji Kim;Jung-Hye Min
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.12
    • /
    • pp.23-32
    • /
    • 2023
  • E-sports, a burgeoning facet of modern sports culture, has achieved global prominence. Particularly, Aeon of Strife (AOS) games, emblematic of E-sports, blend individual player prowess with team dynamics to significantly influence outcomes. This study aggregates and analyzes real user gameplay data using statistical techniques. Furthermore, it develops and tests win-loss prediction models through machine learning, leveraging a substantial dataset of 1,149,950 individual data points and 230,234 team data points. These models, employing five machine learning algorithms, demonstrate an average accuracy of 80% for individual and 95% for team predictions. The findings not only provide insights beneficial to game developers for enhancing game operations but also offer strategic guidance to general users. Notably, the team-based model outperformed the individual-based model, suggesting its superior predictive capability.

A CDMA Network-based Wireless System for Measuring Lap Time on a Ski Slope (CDMA 망에 기반한 스키장 슬로프의 무선 구간 기록 측정 시스템)

  • Lee, Hyung-Bong;Park, Lae-Jeong;Moon, Jung-Ho;Chung, Tae-Yun
    • The KIPS Transactions:PartD
    • /
    • v.16D no.1
    • /
    • pp.133-138
    • /
    • 2009
  • This paper introduces a pilot CDMA network-based wireless lap time measurement system set up on a ski slope of Yongpyong Ski Resort. The wireless lap time measurement system is one output of U-Sports Project of Gangwon Province, which is intendended for promoting local strategic business and preparation for hosting 2018 Winter Olympic Games at Pyeongchang. A pair of laser sensors is installed at the entry and exit points of a section requiring lap time measurement on a ski slope. Each laser sensor is connected to a sensor node via wire so that the sensor node can detect the time when a skier enters or exits the section. Also each sensor node is connected to a CDMA network via a modem and receives a standard time from a NTP server. Each node executes the NTP algorithm to synchronize its local time to the received server time. As a result of the time synchronization, the sensor nodes maintain its local time within a resolution of at least 10 miliseconds and transmit the time of detection to a central control center. While the wireless lap time measurement system introduced in the paper does not need expensive measurement equipment, the system allows the central control center to provide lap time records in a more convenient manner compared to conventional manual lap time measuremnt methods.

Analysis of Intrinsic Patterns of Time Series Based on Chaos Theory: Focusing on Roulette and KOSPI200 Index Future (카오스 이론 기반 시계열의 내재적 패턴분석: 룰렛과 KOSPI200 지수선물 데이터 대상)

  • Lee, HeeChul;Kim, HongGon;Kim, Hee-Woong
    • Knowledge Management Research
    • /
    • v.22 no.4
    • /
    • pp.119-133
    • /
    • 2021
  • As a large amount of data is produced in each industry, a number of time series pattern prediction studies are being conducted to make quick business decisions. However, there is a limit to predicting specific patterns in nonlinear time series data due to the uncertainty inherent in the data, and there are difficulties in making strategic decisions in corporate management. In addition, in recent decades, various studies have been conducted on data such as demand/supply and financial markets that are suitable for industrial purposes to predict time series data of irregular random walk models, but predict specific rules and achieve sustainable corporate objectives There are difficulties. In this study, the prediction results were compared and analyzed using the Chaos analysis method for roulette data and financial market data, and meaningful results were derived. And, this study confirmed that chaos analysis is useful for finding a new method in analyzing time series data. By comparing and analyzing the characteristics of roulette games with the time series of Korean stock index future, it was derived that predictive power can be improved if the trend is confirmed, and it is meaningful in determining whether nonlinear time series data with high uncertainty have a specific pattern.

A Study on the Planning Direction of the Large Sports Facilities in Korea - Based on the Servicescape Korea·U.S.A·Japan Baseball Stadium- (국내 대규모 스포츠시설의 계획방향에 대한 연구 - 서비스스케이프에 따른 한미일 야구장을 중심으로-)

  • Baek, Song-Min;Lee, Kyung-Min;Seo, Myeong-Won
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.819-829
    • /
    • 2022
  • Professional baseball is one of the spectator sports that has been loved for a long time by the citizens as a recreational activity since its establishment in 1982, and has been playing pivotal role as a national sport. However, there has been decline in the number of audiences since 2019. Hence, this research paper aimed to provide strategic direction for planning and improvement of professional baseball stadiums by applying the concept of servicescape. In this research, five key factors of servicescape that affects players performance and the level of immersion of spectators were derived through literature review, and based on these key factors, case study analysis were carried out for 51 domestic and foreign baseball stadiums while focusing on the factors derived. Domestic baseball stadiums highly concentrate on spectatorship without effectively responding to change in spectators demand and its effective use of space rather than baseball games. As in foreign cases, it is critical to modify mangement process and planning direction, and improve policies while perceiving baseball stadium as recreational and cultural space.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.41
    • /
    • pp.93-114
    • /
    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Media exposure analysis of official sponsors and general companies of mega sport event (메가 스포츠이벤트의 공식스폰서와 일반기업의 미디어 노출 분석)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.4
    • /
    • pp.171-181
    • /
    • 2018
  • As the proportion of sports events in the sports industry grows, the official sponsor market for sports events is also increasing. But because official sponsors are limited and expensive, some companies approach sporting events by way of Ambush marketing. This study is to analyze the differences of media exposure between official sponsors and general companies of mega sport events. To accomplish the purpose of the study, we collected text articles and analyzed them from the period of 2016 Rio Olympics, one year before the Olympics and one year after the Olympics. Web crawling was performed using Python for the collection of articles. Morphological and frequency analysis was performed using the KoNLP package and the TM package of statistical program R. In addition, the opinions of the related experts group were gathered to classify the companies or organizations in the media as the Organizing Committees for the Olympic Games(OCOGs), official sponsor, and general companies. As a result of the analysis, 5,220 times appeared related to the OCOGs, 7,845 times appeared related to the official sponsor, and 7,028 times appeared related to general companies. There isn't much difference in the frequency of exposure between official sponsors and general companies. It implies that Ambush marketing is recognized as a strategic marketing technique. The International Olympic Committee(IOC) has to recognize these social phenomena and establish reasonable standards for the marketing activities of official sponsors and general companies. And this study will serve as a basis for fair sponsor activities or marketing activities of sports events.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
    • /
    • v.35 no.2
    • /
    • pp.99-118
    • /
    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

  • PDF