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Generation Technique of Dynamic Monster's Behavior Pattern Based on User's Behavior Pattern Using FuSM

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dc.contributor.author김동주-
dc.contributor.author김정윤-
dc.date.available2020-02-28T13:44:25Z-
dc.date.created2020-02-12-
dc.date.issued2015-06-
dc.identifier.issn2384-101X-
dc.identifier.urihttps://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/11552-
dc.description.abstractOne of the most important items in game development is implementation of difficulty by AI (Artificial Intelligence) of NPC (Non Player Character). In particular, as a game, a form being used by multiple users, and has difficulty in its implementation. In this study, its objective is to increase a sense of immersion to game users by generating and providing NPC dynamic behavior pattern more suitable for a game in a way of grafting FuSM algorithm through utilization of finite state machine (FSM) and fuzzy algorithm that are artificial intelligence technique in hostile NPC behavior pattern algorithm among game difficulties.-
dc.language영어-
dc.language.isoen-
dc.publisher차세대컨버전스정보서비스학회-
dc.relation.isPartOf차세대컨버전스정보서비스기술논문지-
dc.titleGeneration Technique of Dynamic Monster's Behavior Pattern Based on User's Behavior Pattern Using FuSM-
dc.typeArticle-
dc.type.rimsART-
dc.description.journalClass2-
dc.identifier.bibliographicCitation차세대컨버전스정보서비스기술논문지, v.4, no.1, pp.9 - 18-
dc.identifier.kciidART002141142-
dc.description.isOpenAccessN-
dc.citation.endPage18-
dc.citation.startPage9-
dc.citation.title차세대컨버전스정보서비스기술논문지-
dc.citation.volume4-
dc.citation.number1-
dc.contributor.affiliatedAuthor김정윤-
dc.subject.keywordAuthorGame monster behavior patterns-
dc.subject.keywordAuthorFinite State Machine (FSM)-
dc.subject.keywordAuthorFuzzy algorithms-
dc.subject.keywordAuthorFuSM-
dc.description.journalRegisteredClassother-
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College of IT Convergence (Department of Game Media)
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