• Title/Summary/Keyword: Text-based Games

Search Result 36, Processing Time 0.218 seconds

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.3-14
    • /
    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

  • PDF

A Study on the Evaluation of LLM's Gameplay Capabilities in Interactive Text-Based Games (대화형 텍스트 기반 게임에서 LLM의 게임플레이 기능 평가에 관한 연구)

  • Dongcheul Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.87-94
    • /
    • 2024
  • We investigated the feasibility of utilizing Large Language Models (LLMs) to perform text-based games without training on game data in advance. We adopted ChatGPT-3.5 and its state-of-the-art, ChatGPT-4, as the systems that implemented LLM. In addition, we added the persistent memory feature proposed in this paper to ChatGPT-4 to create three game player agents. We used Zork, one of the most famous text-based games, to see if the agents could navigate through complex locations, gather information, and solve puzzles. The results showed that the agent with persistent memory had the widest range of exploration and the best score among the three agents. However, all three agents were limited in solving puzzles, indicating that LLM is vulnerable to problems that require multi-level reasoning. Nevertheless, the proposed agent was still able to visit 37.3% of the total locations and collect all the items in the locations it visited, demonstrating the potential of LLM.

Copying Theory in Translating Games: Based on the Game 'League of Legends' (게임 번역에서의 외래어 사용에 대하여: 게임 '리그 오브 레전드'를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.135-148
    • /
    • 2018
  • In this study, we suggest that Copying Theory suggested by Pym could be effective in translating games. Languages used in games are based on English because of the history of games mainly developed in America. When people are playing games, people pursue effective communication. Because of this, they transform translated words into simple forms or original foreign languages to communicate each other for effective communication, The usage of English in game translation and communication support the idea that Copying strategy could be effective in translating games.

Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
    • /
    • v.8 no.1
    • /
    • pp.32-38
    • /
    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

  • PDF

In-depth Analysis of Soccer Game via Webcast and Text Mining (웹 캐스트와 텍스트 마이닝을 이용한 축구 경기의 심층 분석)

  • Jung, Ho-Seok;Lee, Jong-Uk;Yu, Jae-Hak;Lee, Han-Sung;Park, Dai-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.10
    • /
    • pp.59-68
    • /
    • 2011
  • As the role of soccer game analyst who analyzes soccer games and creates soccer wining strategies is emphasized, it is required to have high-level analysis beyond the procedural ones such as main event detection in the context of IT based broadcasting soccer game research community. In this paper, we propose a novel approach to generate the high-level in-depth analysis results via real-time text based soccer Webcast and text mining. Proposed method creates a metadata such as attribute, action and event, build index, and then generate available knowledges via text mining techniques such as association rule mining, event growth index, and pathfinder network analysis using Webcast and domain knowledges. We carried out a feasibility experiment on the proposed technique with the Webcast text about Spain team's 2010 World Cup games.

Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
    • /
    • v.21 no.2
    • /
    • pp.17-32
    • /
    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.29-36
    • /
    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.87-102
    • /
    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.11
    • /
    • pp.2866-2879
    • /
    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word (웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로-)

  • Kang, Seung-Mook;Kim, Hae-Yoon;Park, Kyeong-Su;Park, Young-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.7
    • /
    • pp.133-141
    • /
    • 2010
  • The purpose of this paper is to suggest one of effective online questionnaire methods by using web based games. The research examines the interrelation between space design element and emotion language in the background actually used in the web games, and suggests new questionnaire methods to overcome the problems of the insincere answers which is the limitation of online questionnaire methods. The paper is to examine the related references, and compare the merits and demerits between printed and online text based questionnaires. Then it suggests the on-line questionnaire methods based web games which can improve errors of the demerits. The emotional words and phrases database is embodied by the interrelation between the emotional words and four spaces such as a dwelling, a tradition, a commerce and a fantasy based on the position decision value of Gaussian distribution. The paper suggests to be utilized for a population calculability system such as a consumers preference test.