• Title/Summary/Keyword: game optimization

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A Study on an Optimization of 3D Rendering for Games using DirectX Graphics (DirectX Graphics기반 게임용 3D 렌더링 최적화에 대한 연구)

  • Woo, Seok-Jin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.68-72
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    • 2001
  • DirectX Graphics plays the role of hardware independent 3 dimensional drawing interface for 3 dimensional video display. However the APIs in DirectX Graphics provide not only small improvement in velocity in the lowest level but also unstable performance of velocity according to their usages. In this paper, we present the structure of 3D game engine of efficient performance and describe functions and implementational features of game engines for an efficient 3D rendering in the environment of DirecX Graphics.

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Game-Theoretic Optimization of Common Control Channel Establishment for Spectrum Efficiency in Cognitive Small Cell Network

  • Jiao Yan
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.1-11
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    • 2024
  • Cognitive small cell networks, consisting of macro-cells and small cells, are foreseen as a promising candidate solution to address 5G spectrum scarcity. Recently, many technological issues (such as spectrum sensing, spectrum sharing) related to cognitive small cell networks have been studied, but the common control channel (CCC) establishment problem has been ignored. CCC is an indispensable medium for control message exchange that could have a huge significant on transmitter-receiver handshake, channel access negotiation, topology change, and routing information updates, etc. Therefore, establishing CCC in cognitive small cell networks is a challenging problem. In this paper, we propose a potential game theory-based approach for CCC establishment in cognitive radio networks. We design a utility function and demonstrate that it is an exact potential game with a pure Nash equilibrium. To maintain the common control channel list (CCL), we develop a CCC update algorithm. The simulation results demonstrate that the proposed approach has good convergence. On the other hand, it exhibits good delay and overhead of all networks.

A Study on Effective Optimization by Comparison with FMQ of Real-time Rendering for Variable Surface Formats (다양한 텍스처 형식에 따른 실시간 렌더링의 FMQ 비교를 통한 효과적인 최적화(Optimization) 기법에 관한 연구)

  • Chae Heon-Joo;Ryu Seuc-Ho;Kyung Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.13-18
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    • 2005
  • Textures used in the game and VR environments with real-time rendering technology have different results according to used texture format supported video card. We propose some ideas for the texture using method by comparison with Frame Rate, Video Memory, and Quality.

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Optimization of Multi-objective Function based on The Game Theory and Co-Evolutionary Algorithm (게임 이론과 공진화 알고리즘에 기반한 다목적 함수의 최적화)

  • 김지윤;이동욱;심귀보
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2002.12a
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    • pp.395-398
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    • 2002
  • 본 논문에서는 ‘다목적 함수 최적화 문제(Multi-objective Optimization Problem MOP)’를 풀기 위하여 유전자 알고리즘을 진화적 게임 이론 적용시킨 ‘내쉬 유전자 알고리즘(Nash GA)’과 본 논문에서 새로이 제안하는 공진화 알고리즘의 구조를 설명하고 이 두 알고리즘의 결과를 시뮬레이션을 통하여 비교 검토함으로써 ‘진화적 게임 이론(Evolutionary Game Theory : EGT)’의 두 가지 아이디어 -‘내쉬의 균형(Equilibrium)’과 ‘진화적 안정전략(Evolutionary Stable Strategy . ESS)’-에 기반한 최적화 알고리즘들이 다목적 함수 문제의 최적해를 탐색할 수 있음을 확인한다.

Solving Mixed Strategy Equilibria of Multi-Player Games with a Transmission Congestion (다자게임 전력시장에서 송전선 혼잡시의 복합전략 내쉬균형 계산)

  • Lee, Kwang-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.55 no.11
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    • pp.492-497
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    • 2006
  • Nash Equilibrium (NE) is essential to investigate a participant's bidding strategy in a competitive electricity market. The transmission line constraints make it difficult to compute the NE due to causing a mixed strategy NE instead of a pure strategy NE. Computing a mixed strategy is more complicated in a multi-player game. The competition among multi-participants is modeled by a two-level hierarchical optimization problem. A mathematical programming approach is widely used in finding this equilibrium. However, there are difficulties to solving a mixed strategy NE. This paper presents two propositions to add heuristics to the mathematical programming method. The propositions are based on empirical studies on mixed strategies in numerous sample systems. Based on the propositions a new formulation is provided with a set of linear and nonlinear equations, and an algorithm is suggested for using the prepositions and the newly-formulated equations.

Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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Existence Proffs of a Nash Equilibrium to a General Class of Differential Games (미분게임 일반모형에 대한 Nash 균형해의 존재증명)

  • Kim, Yang-Yul
    • Journal of the Korean Operations Research and Management Science Society
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    • v.14 no.2
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    • pp.97-104
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    • 1989
  • This paper extends the existence proofs of a Nash equilibrium to a more general class of differentila game models with constraints on the control spaces. With the assumptions of continuity, convexity, and compactness, the existence is proved using Kakutani Theorem and via a path-following approach. Furthermore, the proof for a period-by-period optimization of multi-period problems provides an insight to a numerical solution algorithm to differential game models with constraints.

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

Bargaining Game using Artificial agent based on Evolution Computation (진화계산 기반 인공에이전트를 이용한 교섭게임)

  • Seong, Myoung-Ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.293-303
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    • 2016
  • Analysis of bargaining games utilizing evolutionary computation in recent years has dealt with important issues in the field of game theory. In this paper, we investigated interaction and coevolution process among heterogeneous artificial agents using evolutionary computation in the bargaining game. We present three kinds of evolving-strategic agents participating in the bargaining games; genetic algorithms (GA), particle swarm optimization (PSO) and differential evolution (DE). The co-evolutionary processes among three kinds of artificial agents which are GA-agent, PSO-agent, and DE-agent are tested to observe which EC-agent shows the best performance in the bargaining game. The simulation results show that a PSO-agent is better than a GA-agent and a DE-agent, and that a GA-agent is better than a DE-agent with respect to co-evolution in bargaining game. In order to understand why a PSO-agent is the best among three kinds of artificial agents in the bargaining game, we observed the strategies of artificial agents after completion of game. The results indicated that the PSO-agent evolves in direction of the strategy to gain as much as possible at the risk of gaining no property upon failure of the transaction, while the GA-agent and the DE-agent evolve in direction of the strategy to accomplish the transaction regardless of the quantity.

An Offloading Strategy for Multi-User Energy Consumption Optimization in Multi-MEC Scene

  • Li, Zhi;Zhu, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.10
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    • pp.4025-4041
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    • 2020
  • Mobile edge computing (MEC) is capable of providing services to smart devices nearby through radio access networks and thus improving service experience of users. In this paper, an offloading strategy for the joint optimization of computing and communication resources in multi-user and multi-MEC overlapping scene was proposed. In addition, under the condition that wireless transmission resources and MEC computing resources were limited and task completion delay was within the maximum tolerance time, the optimization problem of minimizing energy consumption of all users was created, which was then further divided into two subproblems, i.e. offloading strategy and resource allocation. These two subproblems were then solved by the game theory and Lagrangian function to obtain the optimal task offloading strategy and resource allocation plan, and the Nash equilibrium of user offloading strategy games and convex optimization of resource allocation were proved. The simulation results showed that the proposed algorithm could effectively reduce the energy consumption of users.