• Title/Summary/Keyword: balanced game

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THE CORES OF PAIRED-DOMINATION GAMES

  • KIM, HYE KYUNG
    • East Asian mathematical journal
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    • v.31 no.5
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    • pp.717-725
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    • 2015
  • Velzen introduced the rigid and relaxed dominating set games and showed that the rigid game being balanced is equivalent to the relaxed game being balanced in 2004. After then various variants of dominating set games were introduced and it was shown that for each variant, a rigid game being balanced is equivalent to a relaxed game being balanced. It is natural to ask if for any other variant of dominating set game, the balancedness of a rigid game and the balancedness of a relaxed game are equivalent. In this paper, we show that the answer for the question is negative by considering the rigid and relaxed paired-domination games, which is considered as a variant of dominating set games. We characterize the cores of both games and show that the rigid game being balanced is not equivalent to the relaxed game being balanced. In addition, we study the cores of paired-dominations games on paths and cycles.

Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach

  • Ramdania, Diena Rauda;Prihatmanto, Ary Setijadi;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.603-611
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    • 2016
  • Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.

CORE STABILITY OF DOMINATING SET GAMES

  • Kong, Liang;Fang, Qizhi;Kim, Hye-Kyung
    • Journal of the Korean Mathematical Society
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    • v.45 no.3
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    • pp.871-881
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    • 2008
  • In this paper, we study the core stability of the dominating set game which has arisen from the cost allocation problem related to domination problem on graphs. Let G be a graph whose neighborhood matrix is balanced. Applying duality theory of linear programming and graph theory, we prove that the dominating set game corresponding to G has the stable core if and only if every vertex belongs to a maximum 2-packing in G. We also show that for dominating set games corresponding to G, the core is stable if it is large, the game is extendable, or the game is exact. In fact, the core being large, the game being extendable and the game being exact are shown to be equivalent.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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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.

LINEAR PROGRAMMING APPROACH IN COOPERATIVE GAMES

  • Victor V.Zakharov;Kwon, O-Hun
    • Journal of the Korean Mathematical Society
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    • v.34 no.2
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    • pp.469-481
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    • 1997
  • In this paper we consider TU-cooperative games in the form of characteristic function. We notice that if one uses the necessary and sufficient condition for the core to be not empty in a dual form, it may be used for selecting the final outcome in the core. Using the linear programming approach for constructing the subcore, which is a subset of the core, we represent it in a simple form. We consider reduced games due to Davis-Mashler, Moulin and Funaki and formulate the sufficient conditions for the subcore to be S-consistent.

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A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.133-143
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    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

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Two-stage concession game approach for analyzing greenhouse gases emission reduction schemes

  • Yuan, Liang;He, Weijun;Degefu, Dagmawi Mulugeta;Kim, Soonja;Shen, Juqin;An, Min
    • Environmental Engineering Research
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    • v.21 no.4
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    • pp.420-426
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    • 2016
  • Climate change imposes a huge treat on the sustainability of our environment. One of the major reasons for the increasing impacts of climate change is the emission of greenhouse gases. Therefore, cooperative greenhouse gas emission reduction schemes with a general consensus are needed in order to reduce the impacts of climate change. Due to the strong link between greenhouse gas emission and economic development there is disagreement among countries on the designing and implementation of emission reduction plans. In this paper the authors proposed a two-stage concession game to analyze emission reduction plans and determine a balanced emission range that improves the utilities of the bargaining parties. Furthermore the game was applied to a hypothetical example. Our results from the case study indicated that even though the utilities of the bargaining parties is highly affected by emission reductions, after making concessions their utilities can be improved given their emission reductions are within in a certain desirable range. The authors hope that this article provides insights which could be useful for understanding emission reduction plans and their consequences on the negotiating parties.

Spectrum allocation strategy for heterogeneous wireless service based on bidding game

  • Cao, Jing;Wu, Junsheng;Yang, Wenchao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1336-1356
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    • 2017
  • The spectrum scarcity crisis has resulted in a shortage of resources for many emerging wireless services, and research on dynamic spectrum management has been used to solve this problem. Game theory can allocate resources to users in an economic way through market competition. In this paper, we propose a bidding game-based spectrum allocation mechanism in cognitive radio network. In our framework, primary networks provide heterogeneous wireless service and different numbers of channels, while secondary users have diverse bandwidth demands for transmission. Considering the features of traffic and QoS demands, we design a weighted interference graph-based grouping algorithm to divide users into several groups and construct the non-interference user-set in the first step. In the second step, we propose the dynamic bidding game-based spectrum allocation strategy; we analyze both buyer's and seller's revenue and determine the best allocation strategy. We also prove that our mechanism can achieve balanced pricing schema in competition. Theoretical and simulation results show that our strategy provides a feasible solution to improve spectrum utilization, can maximize overall utility and guarantee users' individual rationality.

Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.