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사용자 행동 기반 게임 캐릭터 학습에 관한 연구

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dc.contributor.author이혜문-
dc.contributor.author손지형-
dc.contributor.author김재민-
dc.contributor.author이원형-
dc.date.available2019-09-30T02:06:18Z-
dc.date.issued2019-
dc.identifier.issn1976-6513-
dc.identifier.urihttps://scholarworks.bwise.kr/cau/handle/2019.sw.cau/36660-
dc.description.abstractThe autoplay system is a system that automatically plays the game with the one click of a button. Currently, almost all mobile games use this system, and some PC games also use this system. However, this autoplay system tends to play games inefficiently. In this paper, we propose artificial intelligence based on the player's behavior pattern to improve the disadvantages of autoplay system. The artificial intelligence model proposed in this paper stores game data and input button values when a player plays a game as learning data. This stored data was learned using DNN (Deep Neural Network) model. In the game, because the player repeatedly presses another button at the same time, we proceeded to use the multiple Output Layers. We loaded the learned data back into Unity3D and applied it to the character to check the result. It was found that the lap time and the movement path were different each time it was executed. In this paper, we record the results by using the artificial intelligence model proposed by 20 experimenters. Only the data of the player with the constant track without crashing against the wall was learned properly, and the data of the player who did hit the wall could not get the result because the character did not move properly. We also made a simple arcade game to compare reinforcement learning with our AI model. The performance was not as good as reinforcement learning, but the learning speed was about 10 times faster.-
dc.format.extent13-
dc.language영어-
dc.language.isoENG-
dc.publisher(사)한국컴퓨터게임학회-
dc.title사용자 행동 기반 게임 캐릭터 학습에 관한 연구-
dc.title.alternativeA Study on Game Character Learning Based on Player Behavior-
dc.typeArticle-
dc.identifier.doi10.22819/kscg.2019.32.2.009-
dc.identifier.bibliographicCitation한국컴퓨터게임학회논문지, v.32, no.2, pp 93 - 105-
dc.identifier.kciidART002481217-
dc.description.isOpenAccessN-
dc.citation.endPage105-
dc.citation.number2-
dc.citation.startPage93-
dc.citation.title한국컴퓨터게임학회논문지-
dc.citation.volume32-
dc.publisher.location대한민국-
dc.subject.keywordAuthor딥러닝-
dc.subject.keywordAuthor게임-
dc.subject.keywordAuthor게임 인공지능-
dc.subject.keywordAuthorDeep learning-
dc.subject.keywordAuthorUnity3D-
dc.subject.keywordAuthorDNN-
dc.subject.keywordAuthorDeep Neural Network-
dc.subject.keywordAuthorGame AI-
dc.subject.keywordAuthorPlayer Behavior-
dc.subject.keywordAuthorautoplay-
dc.description.journalRegisteredClasskci-
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Graduate School of Advanced Imaging Sciences, Multimedia and Film > Department of Imaging Science and Arts > 1. Journal Articles

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