• Title/Summary/Keyword: Winning game

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Winning Back Attendance: Effects of Winning Performance, Online Search, and the MLB Rule Changes for More Dynamic Games

  • Rhino Kim;Sue Ryung Chang
    • Asia Marketing Journal
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    • v.25 no.3
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    • pp.148-159
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    • 2023
  • As Major League Baseball (MLB)'s continuous decline in popularity has caused its game attendance to drop gradually, the league makes a desperate attempt such as game rule changes to remain relevant. Along with the introduction of new rules to make games more dynamic such as the pitch clock, bigger bases, and defensive shift limitations, it is important for MLB franchises to understand drivers for game attendance. We focus on the effect of accumulated winning performance of the two teams on game attendance, one of the key drivers of game attendance, and investigate how it is influenced by consumer and industry factors such as online search and game rule changes. We find that game attendance increases as the prior winning performance of the home (away) team increases (decreases). We also find that online search and rule changes for more dynamic games moderate the effect of winning performance on game attendance.

Winning Strategies for the Game of Chomp: A Practical Approach (Chomp 게임의 승리 전략: 실천적 고찰)

  • Cho, In-Sung
    • Journal for History of Mathematics
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    • v.31 no.3
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    • pp.151-166
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    • 2018
  • The rule of the game of Chomp is simple and the existence of a winning strategy can easily be proved. However, the existence tells us nothing about what strategies are winning in reality. Like in Chess or Baduk, many researchers studied the winning moves using computer programs, but no general patterns for the winning actions have not been found. In the paper, we aim to construct practical winning strategies based on backward induction. To do this we develop how to analyze Chomp and prove and find the winning strategies of the simple games of Chomp.

Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.37-44
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    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

A Case Analysis of Inference of Mathematical Gifted Students in the NIM Game (NIM 게임에서 수학 영재의 필승전략에 대한 추론 사례)

  • Park, Dal-Won
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.405-422
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    • 2017
  • Nim games were divided into three stages : one file, two files and three files game, and inquiry activities were conducted for middle school mathematically gifted students. In the first stage, students easily found a winning strategy through deductive reasoning. In the second stage, students found a winning strategy with deductive reasoning or inductive reasoning, but found an error in inductive reasoning. In the third stage, no students found a winning strategy with deductive reasoning and errors were found in the induction reasoning process. It is found that the tendency to unconditionally generalize the pattern that is formed in the finite number of cases is the cause of the error. As a result of visually presenting the binary boxes to students, students were able to easily identify the pattern of victory and defeat, recognize the winning strategy through game activities, and some students could reach a stage of justifying the winning strategy.

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The Influence of Group Characteristics on Effectiveness of Online Game : Focuses on MMOG (집단특성이 온라인 게임의 유효성에 미치는 영향 : MMOG를 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.81-107
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    • 2011
  • Group features such as group cohesion and consistency on appropriation(COA), which have been constructed through social interactions, should be noted for characterizing online game, especially, clan based massively multi-players online game (MMOG). This study attempted to identify the relationship between group characteristics and users' effectiveness of MMOG considering group experience. For this purpose, a research model was suggested: group cohesion and COA are variables for explaining group features, perceived use control is a variable for individual competency of playing MMOG, and perceived winning and perceived enjoyment are dependent variables. Moreover, group experience was included as a moderating variables for two relationships, group cohesion-preceived winning and COA-perceived winning. For the validation of this research model, 100 users for Sudden Attack which is one of very well known MMOG games were surveyed by questionnaires. Before survey, they were grouped into 10 teams and were played over ten times by team for perceiving group consciousness. In result, most hypotheses were statistically supported except the relationship between group cohesion and perceived winning.

Measuring the accuracy of the Pythagorean theorem in Korean pro-baseball (한국프로야구에서의 피타고라스 정리의 정확도 측정)

  • Lee, Jangtaek
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.653-659
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    • 2015
  • The Pythagorean formula for baseball postulated by James (1982) indicates the winning percentage as a function of runs scored and runs allowed. However sometimes, the Pythagorean formula gives a less accurate estimate of winning percentage. We use the records of team vs team historic win loss records of Korean professional baseball clubs season from 2005 and 2014. Using assumption that the difference between winning percentage and pythagorean expectation are affected by unusual distribution of runs scored and allowed, we suppose that difference depends on mean, standard deviation, and coefficient of variation of runs scored per game and runs allowed per game, respectively. In conclusion, the discrepancy is mainly related to the coefficient of variation and standard deviation for run allowed per game regardless of run scored per game.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.237-250
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    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

An Implementation of Othello Game Player Using ANN based Records Learning and Minimax Search Algorithm (ANN 기반 기보학습 및 Minimax 탐색 알고리즘을 이용한 오델로 게임 플레이어의 구현)

  • Jeon, Youngjin;Cho, Youngwan
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.12
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    • pp.1657-1664
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    • 2018
  • This paper proposes a decision making scheme for choosing the best move at each state of game in order to implement an artificial intelligence othello game player. The proposed decision making scheme predicts the various possible states of the game when the game has progressed from the current state, evaluates the degree of possibility of winning or losing the game at the states, and searches the best move based on the evaluation. In this paper, we generate learning data by decomposing the records of professional players' real game into states, matching and accumulating winning points to the states, and using the Artificial Neural Network that learned them, we evaluated the value of each predicted state and applied the Minimax search to determine the best move. We implemented an artificial intelligence player of the Othello game by applying the proposed scheme and evaluated the performance of the game player through games with three different artificial intelligence players.

Causal Relationship Analysis of Winning Factors in Football Game : Structural Equation Model (구조방정식 모형(SEM)을 이용한 축구 요인간 인과관계 분석)

  • Kim, Ju-Hyung;Chang, Kyu-Chang;Kim, Sang-Hye;Park, Jung-Min;Ha, Chunghun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.101-107
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    • 2015
  • Modern football has transformed into a scientific football based on data. With this trend, various methods for tactics studies and outcome prediction have been developed on the perspective of data analysis. In this paper, we propose a structural equation model for football game. We analyze critical factors that affect to the winning of game except psychological parts and the causal relationship between latent variables and observed variables is statistically verified through the proposed structural equation model. The results show that the Passing ability and the Ball possession affect to the Attack ability, and consequently it has a positive impact on the winning of game.