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Fuzzy Based Selection Technique for Character Action in Game Balancing

  • Journal of The Korea Society of Computer and Information
  • Abbr : JKSCI
  • 2008, 13(1), pp.81-88
  • Publisher : The Korean Society Of Computer And Information
  • Research Area : Engineering > Computer Science

현혜정 1 Kim Taesik 1

1계명대학교

Accredited

ABSTRACT

In the game balancing, it is so difficult to choose suitable arms among various actions, or arms and to accurately calculate to which level we adjust the balance. The fuzzy method can be properly used in a particular environment which cannot be correctly processed in mathematics or in lessening the time-consuming problems during the accurate number crunching. Because a variety of actions, relations with opponents, previous battle experiences etc. are not easy to be reflected in every occasion, the fuzzy method could be useful in these cases. When the balancing is needed, the data which have been played to that point are processed by the fuzzy function and calculated to adapt intensity to each action. The ability of characters is regulated in this process. To demonstrate the efficiency of this method, I would like to make clear the excellence of fuzzy method through the following five experiments; a case with invariable ability adjustment, a case adjusted by a randomly chosen action, a case with the strongest weapon selection, a case with the weakest weapon selection and a case with the fuzzy method application.

Citation status

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