• Title/Summary/Keyword: Game Level Generation

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Analysis on Unit-Commitment Game in Oligopoly Structure of the Electricity Market (전력시장 과점구조에서의 발전기 기동정지 게임 해석)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.11
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    • pp.668-674
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    • 2003
  • The electric marketplace is in the midst of major changes designed to promote competition. No longer vertically integrated with guaranteed customers and suppliers, electric generators and distributors will have to compete to sell and buy electricity. Unit commitment (UC) in such a competitive environment is not the same as the traditional one anymore. The objective of UC is not to minimize production cost as before but to find the solution that produces a maximum profit for a generation firm. This paper presents a hi-level formulation that decomposes the UC game into a generation-decision game (first level game) and a state(on/off)-decision game (second level game). Derivation that the first-level game has a pure Cournot Nash equilibrium(NE) helps to solve the second-level game. In case of having a mixed NE in the second-level game, this paper chooses a pure strategy having maximum probability in the mixed strategy in order to obviate the probabilistic on/off state which may be infeasible. Simulation results shows that proposed method gives the adequate UC solutions corresponding to a NE.

An Automated Wave Generation Technique in Tower Defense Games Based on a Genetic Algorithm (유전자 알고리즘을 사용한 타워 디펜스 공격대의 자동 구성 기법)

  • Cho, Sung-Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.19-28
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    • 2011
  • Level design is one of the important factors in tower defense game development. The difficulty of tower defense game depends on its wave design. In general, it requires a lot of manual labor to generate well-balanced waves with fun. In this paper, we propose a new automated wave generation system by using a genetic algorithm. With our system, a game designer can easily generate an optimized wave by designating the difficulty level in the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial level design process of tower defense game development.

Automatic Generation of Match-3 Game Levels using Genetic Algorithm (유전알고리즘을 이용한 Match-3 게임 레벨 자동 생성)

  • Park, InHwa;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.25-32
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    • 2019
  • This paper proposes a automatic generation method of Match-3 game levels through genetic algorithm. It takes a lot of time and effort if persons have to control the level in the game. In this paper, the genetic algorithm is applied to create an appropriate block combination. We create block combination from integer DNA. Fitness is high if success probability played by computer is closer to given probability. Experiments have shown that computer-determined levels of difficulty have a significant impact on the results of game played persons.

A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.

A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning (이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성)

  • Kim, Ji-Min;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.59-68
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    • 2016
  • Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

A Study of Game Money Control in Online Games (온라인게임의 게임통화 관리모델 연구)

  • Shin, Jeong Yeop
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.5-18
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    • 2013
  • The Management of Game Money in online game is considered as a crucial factor for successful game business as well as balancing game economy. The generation and flow of game money have a strong relationship with game contents, entertainment factors, game planning and level design. This paper explores online game economy in various ways especially the matter about managing & controlling game money in this context through theoretical and practical perspectives. It also examines how this management makes an effect on 'Free to Pay' policy and Sales revenue. Finally, this paper draws conclusions about the Management of Game Money which can be considered to be practically useful for game development and management. I hope that the study helps further studies and researches and can be served as a foundation regarding the issue.

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.