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GameDev.netÀÇ Article ¸ñ·ÏÀ» ¹ø¿ªÇÑ °ÍÀÔ´Ï´Ù. ¸¸¾à °¢°¢ÀÇ ¹®¼¿¡ ´ëÇÑ ÇÑ±Û ¹ø¿ªÀÌ Á¸ÀçÇÑ´Ù¸é Á¦°Ô ¾Ë·ÁÁÖ¼¼¿ä. ¹Ù·Î°¡±â ¸µÅ©¸¦ Á¦°øÇÏ°í ¹ø¿ªÇϽźÐÀÇ À̸§À» ¸í½ÃÇϰڽÀ´Ï´Ù. ¿ø¹®ÀÇ ¸ðµç ÀúÀÛ±ÇÀº GameDev.net¿¡ ÀÖ½À´Ï´Ù. ¿©·¯ºÐÀÇ ¸¹Àº Âü¿©¸¦ ¹Ù¶ø´Ï´Ù. °¨»çÇÕ´Ï´Ù. ¹ø¿ªÀÚ ½Å¿ë¿ì (www.gamesync.com.ne.kr) |
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aboutAI.net |
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Amit's Game
Programming Information |
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¶Ù¾î³ °ÔÀÓ °³¹ß ¹®¼ ¸ðÀ½Áý, ƯÈ÷ AI¿Í ±æÃ¡±â¿¡ °üÇÑ ³»¿ë |
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AIÀÇ ¸ðµç Ãø¸éÀ» ´Ù·ç´Â ºñ±³Àû »õ·Î¿î »çÀÌÆ® ÀÔ´Ï´Ù. |
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Aske Plaat
Minimax |
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¿î¿µÀÚÀÎ Mr. Platt´Â Alberta ´ëÇб³ÀÇ ±³¼öÀÔ´Ï´Ù. Á¦ »ý°¢¿¡ ±×´Â ´õ ÀÌ»ó ±× ´ëÇп¡´Â ¾øÀ» °Í °°½À´Ï´Ù. ±×·¯³ª ±×´Â minimax tree-searching¿¡ °üÇÑ ÃÖ°íÀÇ ³í¹®À» ½è½À´Ï´Ù. ÀÌ ÀÌ·ÐÀº º¸µå °ÔÀÓ¿¡¼ÀÇ ÃÖÀû À̵¿ °æ·Î Ž»ö¿¡ ¸Å¿ì À¯¿ëÇÒ °ÍÀÔ´Ï´Ù. |
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GA
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ÀϹÝÀûÀÎ ¾Ë°í¸®Áò¿¡ °üÇÑ ¿Ïº®ÇÑ »çÀÌÆ®ÀÔ´Ï´Ù. ¸ÞÀϸµ ¸®½ºÆ®¸¦ Æ÷ÇÔÇÑ ¸¹Àº ¹®¼°¡ ÀÖ½À´Ï´Ù. |
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The
University of Alberta GAMES Group |
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°øÂ¥ ÄÚµå´Â ¾ø½À´Ï´Ù¸¸, ±×°÷Àº ¸¹Àº °ÔÀÓ °³¹ß ÇÁ·ÎÁ§Æ®°¡ ÀÖ½À´Ï´Ù. ƯÈ÷ Home of ChinookÀ̶ó´Â °ÔÀÓÀº ±×°÷¿¡ ÀÖ´Â ÃÖ°íÀÇ ÀÛǰ Áß ÇϳªÀÔ´Ï´Ù. |
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ÀÚ±Ø ÀÀ´ä
ÁöÇâ¿¡ ±âÃÊÇÑ, ÀΰøÁö´ÉÀ» À§ÇÑ ´ÜÀ§ ±¸Á¶ (A Modular
Framework for Artificial Intelligence Based on Stimulus Response
Directives) |
Charles Guy |
Á߸³Àû ±×¹°¸ÁÀ» ÀÌ¿ëÇÏÁö ¾Ê°í »ý¹°ÇÐÀû ½Å°æ¸Á ½Ã½ºÅÛÀ» ¸ðµ¨¸µ Çϱâ À§ÇÑ Á¢±Ù ¹æ¹ý (An approach to modeling the biological nervous system without using neural nets.) |
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Allis'
Ph.DÀÇ ÀÌ·Ð : °ÔÀÓ°ú ÀΰøÁö´É¿¡ ´ëÇÑ ÇØ¹ý ã±â |
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Àΰ£ÀÇ
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J.Matthews |
°³³äÀû Ç¥Çö, Á¤½ÅºÐ¼®, ±×¸®°í CYC ÇÁ·ÎÁ§Æ®¿Í COG, µî¿¡ ´ëÇÑ ´Ù¾çÇÑ Ãø¸éÀ» ´Ù·é °Å´ëÇÑ ¿¡¼¼ÀÌÀÔ´Ï´Ù. ÀÌ ¹®¼´Â Ãß»óÈ, µµÇ¥, »ý¹°ÇеîÀÇ ¸ðµç ³»¿ëÀ» Æ÷ÇÔÇϰí ÀÖ½À´Ï´Ù. |
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±â°è¿¡ ´ëÇÑ ¼Ò°³ |
James Matthews |
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ÆÛÁö ÁýÇÕÀ»
ÀÌ¿ëÇÑ ³í¸® ÇÁ·Î±×·¡¹Ö |
Ludek Matyska |
Zipped .PDF format. |
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¹Ý´ëÇϴ öÇÐÀû ³íÀïµé |
J. Matthews |
öÇÐÀº ÀΰøÁö´ÉÀÇ ¸¹Àº ºÎºÐ¿¡¼ µµ¿òÀÌ µÇÁö¸¸, ÀΰøÁö´ÉÀÇ °³³ä Àüü¸¦ ³õ°í º¼ ¶§, ÀΰøÁö´ÉÀÇ ¸Å¿ì ±âÃÊÀûÀÎ ¿ä¼Ò (Á¤¸» ÀΰøÁö´É ÀåÄ¡ÀÇ °³¹ßÀÌ °ú¿¬ °¡´ÉÇϱä ÇÑ °ÍÀΰ¡? ¶ó´Â Áú¹®) ¿¡ ´ëÇÏ¿© ºñ°üÀûÀÎ ¿µÇâÀ» Áֱ⵵ ÇÕ´Ï´Ù. ÀÌ ¿¡¼¼ÀÌ´Â ÇаèÀÇ ÀΰøÁö´É °³¹ß °¡´É¼ºÀÇ Âù¹Ý·Ð¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù. |
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»ý»ê ½Ã½ºÅÛ(Production
System) |
S.Hsiung |
¿À´Ã³¯ÀÇ ´ë´Ù¼öÀÇ AI ½Ã½ºÅÛÀº »ý»ê ½Ã½ºÅÛÀÔ´Ï´Ù. »ç½Ç»ó ¸ðµç ÄÄÇ»ÅÍ ÇÁ·Î±×·¥Àº »ý»ê ½Ã½ºÅÛ¿¡ ¼ÓÇϹǷΠÀ̰ÍÀº ¸¹Àº ³íÀïÀÌ µË´Ï´Ù. ±×·¸´Ù¸é À̿Ͱ°Àº »ý»ê ½Ã½ºÅÛ°ú ´Ù¸¥ ½Ã½ºÅÛ°úÀÇ Â÷ÀÌ´Â ¹«¾ùÀϱî¿ä? ¶Ç ±×¿¡ ´ëÇÑ ÀåÁ¡°ú ´ÜÁ¡Àº ¹«¾ùÀϱî¿ä? À̰ÍÀÌ ¾î¶»°Ô ÀÛµ¿ÇÏ´Â °ÍÀϱî¿ä? ÆÛÁñ ¸ÂÃ߱⿡¼ ü½º, ÀÇÇÐÁø´Ü, Àü¹®°¡ ½Ã½ºÅÛ, ±×¸®°í ÄùÀÌÅ©2 ÀÇ ¸ó½ºÅÍ, µîµîÀº ¸ðµÎ »ý»ê ÇÁ·Î±×·¥ ÀÔ´Ï´Ù. |
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AI ÇÁ·ÎÁ§Æ® |
Mark Lewis Baldwin and Bob Rakosky |
ÀÌ ¹®¼´Â Àü·Â °ÔÀÓÀ» À§ÇÑ ÀΰøÁö´É µðÀÚÀÎÀÇ ±âÃÊ¿¡ °üÇÏ¿© ´Ù·ç°í ÀÖ½À´Ï´Ù. |
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Á÷°üÀû
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Abraham Thomas |
ÀÌ ±ÛÀº ÆÐÅÏ ¾Ë°í¸®Áò¿¡ ´ëÇÑ Á÷°üÀû ¾ÆÀ̵ð¾î¸¦ ´Ù·é ¿¡¼¼ÀÌÀÔ´Ï´Ù. ÀÌ ±ÛÀº °úÇÐÀû ¼ºÇâÀÌ °Çؼ, ¾î¶² À̵éÀº ÀбⰡ Èûµé°ÍÀÔ´Ï´Ù. |
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ÀÚ¿¬ÀûÀÎ
»ý°¢: °£°áÇÔ°ú ÀÚ±âÀÎ½Ä |
S. Hsiung |
Áö½ÄÀ» °¡Áø Á¸À縦 âÁ¶Çϱâ À§ÇÑ ÀΰøÁöµî¿¡ ´ëÇÑ À§´ëÇÑ µµÀü |
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Æ©¸µ¸Ó½Å(The Turing
Machine) |
S. Hsiung |
»ý»ê ½Ã½ºÅÛÀº À¯ÁöµÇ°í ÀÖ´Ù. ÀÌ·¯ÇÑ °ÍÀÌ Æ©¸µ ¸Ó½Å°ú ¾î¶² °ü·ÃÀÌ ÀÖÀ¸¸ç, °è»êÇÒ ¼ö ÀÖ´Â ¸ðµç °ÍÀ» Á¤¸»·Î °è»êÇÒ ¼ö ÀÖ´Â °ÍÀΰ¡? Production systems continued. How they relate to turing machines, and are they truly capable of computing anything that is computable? |
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James Matthews |
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À½¾Ç¿¡
Àû¿ëÇϱâ |
J. Matthews |
ÀÌ ¿¡¼¼ÀÌ´Â, ÀΰøÁö´É°ú À½¾Ç, ±×¸®°í ƯÈ÷ ±âŸ(guitar)¿¡ ´ëÇÏ¿© »ìÆìº¾´Ï´Ù. È¿°úÀ½À» Àû¿ëÇÒ ¶§, Á¦ÀÛ ¼Óµµ¸¦ ³ôÀ϶§, ´õ ¸¹Àº ¾Ç±â¸¦ À½¾Ç¿¡ Ãß°¡ÇÒ ¶§, ¹ß»ýÇÏ´Â ¹®Á¦¿¡ ´ëÇÏ¿© »ìÆìº¾´Ï´Ù. |
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ÀΰøÁö´ÉÀÇ
±º»çÀû Àû¿ë |
James Matthews |
ÀÌ ¿¡¼¼ÀÌ´Â ÀΰøÁö´É°ú ±º»çÀû Àû¿ë¿¡ ´ëÇÏ¿© »ìÆìº¾´Ï´Ù. ÀÌ ¹®¼´Â ÀÌ·¯ÇÑ ±â¼úÀ» »ç¿ëÇÏ´Â ½Ç·Ê¿Í, ÄÄÇ»Å͸¦ ÀÌ¿ëÇÏ¿© ¸ñÇ¥¸¦ ÀÚµ¿À¸·Î ÆÄ±«ÇÏ´Â ±â¼úÀ» Çã¿ëÇϴµ¥ ´ëÇÑ À±¸®ÀûÀÎ ¹®Á¦¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù. |
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°èÃþÀû
ÀΰøÁö´É |
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Multilayer
Feedforward Networks and the Backpropagation Algorithm |
S. Hsiung |
Multilayer feedforward networksÀÇ »ý¼ºÀ» À§ÇÑ °¡À̵å¿Í ÆÁ, ±×¸®°í C++À» ÀÌ¿ëÇÑ backpropagation ¾Ë°í¸®ÁòÀ» ÀÌ·ÐÀûÀ¸·Î Á¦¼¼È÷ ³íÀÇÇÑ´Ù. |
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°ÔÀÓ ÀΰøÁö´ÉÀ» Á¦ÀÛÇϱâ À§ÇÑ ½ÇÁ¦Àû °¡À̵å: 1Æí |
1Æí¿¡¼´Â, »óűâ°è(state machines), À¯´Ö µ¿ÀÛ, ±×¸®°í ±×·ìÈ¿¡ °üÇÏ¿© ´Ù·ì´Ï´Ù. |
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°ÔÀÓ ÀΰøÁö´ÉÀ» Á¦ÀÛÇϱâ À§ÇÑ ½ÇÁ¦Àû °¡À̵å: 2Æí |
2Æí¿¡¼´Â, À¯´ÖÀÇ ¸ñÇ¥¿Í ±æÃ£±â¿¡ °üÇÏ¿© ´Ù·ì´Ï´Ù. |
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¿¡´Ï¸ÞÀ̼ÇÀ» À§ÇÑ ÀΰøÁö´É : ÀÎ½Ä ÇнÀ ¸ðµ¨¸µÀ» ÅëÇÑ Á¢±Ù |
John Funge |
ÀÎ½Ä ¸ðµ¨(cognitive models)ÀÇ °¡´É¼ºÀ» Å×½ºÆ®Çϱâ À§ÇÑ ±âÇÏÇÐÀû, µ¿¿ªÇÐÀû, ¹°¸®Àû, ±×¸®°í ÇൿÇÐÀû ¸ðµ¨ |
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Á¦±¹¿¡
±âÃÊÇÑ °ÔÀÓ¿¡¼ÀÇ ÀΰøÁö´É |
Various |
Àü·«°ÔÀÓ°ú Á¦±¹ °Ç¼³ °ÔÀÓ¿¡¼ »ç¿ëÇÏ´Â ÀΰøÁö´ÉÀ» ±¸ÇöÇϱâ À§ÇÑ ÀÛ¾÷ |
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AI ±¤±â:
°³¹æµµ½Ã ·¹À̽̿¡ »ý¸í·ÂÀ» ÁÖ±âÀ§ÇØ AI¸¦ »ç¿ëÇÏ´Â °Í (AI
Madness: Using AI to Bring Open-City Racing to Life) |
Joe Adzima |
°³¹æÇü µµ½Ã ·¹ÀÌ½Ì °ÔÀÓ¿¡ ÀΰøÁö´ÉÀ» »ý¼ºÇϱâ À§ÇØ ³ë·ÂÇÏ´Â ÇÁ·Î±×·¡¸Ó¸¦ À§ÇÑ Àü·«À» Á¦°øÇÕ´Ï´Ù. |
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ÀΰøÁö´ÉÀÇ
ºÒÈ®½Ç¼º |
°ÔÀÓ AI¿¡¼ÀÇ ºÒÈ®½Ç¼ºÀ» ´Ù·ç±â À§ÇØ Bayesian networks¸¦ »ç¿ëÇÏ´Â °Í¿¡ ´ëÇÏ¿© ³íÀÇÇÕ´Ï´Ù. |
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¿µ¾î¿ø¹®
¹Ù·Î°¡±â |
Ian Wilson
Ãâó : http://gamedesignerz.net
¹ø¿ª : editor
|
°¨Á¤ÀÇ Ç¥ÇöÀÌ ¾î¶»°Ô °ÔÀÓ¿¡¼ »ç¿ëµÇ´ÂÁö¸¦ »ìÆìº¾´Ï´Ù. |
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´ç½ÅÀÇ °ÔÀÓ¿¡ µÎ³ú¸¦ ¸¸µé±â[Added: 7/31/1999] |
Andre LaMothe |
´Ù¾çÇÑ ÀΰøÁö´É¿¡ °üÇÑ ÁÖÁ¦¸¦ ³ÐÀº ¿µ¿ª¿¡ °ÉÃÄ ´Ù·ì´Ï´Ù. |
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ü½º
ÇÁ·Î±×·¡¹Ö, 1Æí: ½ÃÀÛÇϱâ |
Fran?is Dominic Laram? |
ÀÌ ½Ã¸®Áî´Â ü½º¿Í °°Àº °ÔÀÓ¿¡¼ ÇÊ¿äÇÑ ÀΰøÁö´ÉÀ» âÁ¶Çϱâ À§ÇÑ ¾Ë°í¸®Áò°ú Àü·«À» Á¦°øÇÕ´Ï´Ù. ÀÌ Ã¹ ¹øÂ° ¹®¼´Â ¾ÕÀ¸·Î ´Ù·ê ³»¿ë¿¡ ´ëÇÑ °³°ýÀûÀÎ ³»¿ëÀ» »ìÆìº¾´Ï´Ù. |
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ü½º
ÇÁ·Î±×·¡¹Ö, 2Æí: µ¥ÀÌÅÍ ±¸Á¶ |
Fran?is Dominic Laram? |
ÀÌ ½Ã¸®ÁîÀÇ µÎ ¹øÂ° ¹®¼¿¡¼´Â, »ó´ëÆí ÀΰøÁö´ÉÀ» °³¹ßÇϱâ À§ÇÏ¿© »ç¿ëÇÏ´Â °¡Àå º¸ÆíÀûÀ̰í À¯¿ëÇÑ ÀÚ·á ±¸Á¶¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù. |
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ü½º
ÇÁ·Î±×·¡¹Ö, 3Æí: ¿òÁ÷ÀÓ »ý¼º |
François Dominic Laramée |
ÀÌ ½Ã¸®ÁîÀÇ ¼¼ ¹øÂ° ¹®¼¿¡¼´Â, µÎ °³ÀÇ ÁÖ¿äÇÑ À̵¿ »ý¼º Àü·«°ú, ±× À̵¿¹æ¹ýµé »çÀÌ¿¡¼ ¾î¶² Àû¿ë¹æ¹ýÀ» ¼±ÅÃÇÒ °ÍÀ̰¡¿¡ °üÇÏ¿© ¼³¸íÇÕ´Ï´Ù. |
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ü½º
ÇÁ·Î±×·¡¹Ö, 4Æí: ±âÃÊ Å½»ö |
Fran?is Dominic Laram? |
ÀÌ ½Ã¸®ÁîÀÇ ³× ¹øÂ° ¹®¼¿¡¼´Â, Àü·«°ÔÀÓ¿¡¼ÀÇ Å½»ö¿¡ °üÇÑ ±âÃÊ ³»¿ë¿¡ ÃÊÁ¡À» ¸ÂÃä´Ï´Ù. ¿Ö À̰ÍÀÌ À¯¿ëÇϸç, ¾î¶»°Ô À̸¦ ÇàÇϸç, ÄÄÇ»ÅÍ ½ºÅ¸ÀÏÀÇ °ÔÀÓ Ç÷¹À̶õ ¹«¾ùÀΰ¡¿¡ °üÇÏ¿© ³íÀÇÇÕ´Ï´Ù. |
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ü½º
ÇÁ·Î±×·¡¹Ö, 5Æí: °í±Þ Ž»ö |
François Dominic Laramée |
ÀÌ ¹®¼¿¡¼´Â ´ç½ÅÀÌ ¸¸µç ü½º ÇÁ·Î±×·¥ÀÇ ¼Óµµ¸¦ ³ôÀ̰í ÈûÀ» ´õÇϱâ À§ÇÑ °í±Þ ž»ö°ú °ü·ÃÇÑ ±â¼úÀ» ´Ù·ì´Ï´Ù. |
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ü½º
ÇÁ·Î±×·¡¹Ö, 6Æí: Æò°¡ ÇÔ¼ö(evaluation function) |
ÀÌ ½Ã¸®ÁîÀÇ ¸¶Áö¸· ¹®¼·Î, ÈǸ¢ÇÑ Æò°¡ ÇÔ¼ö(evaluation function)¸¦ ÀÛ¼ºÇϴ¹ýÀ» ´Ù·ç¸ç, µ¥¸ð ü½º ÇÁ·Î±×·¥À» Á¦°øÇÕ´Ï´Ù. |
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°¡»ó
°í¸±¶ó¸¦ À§ÇÑ, Çʿ信 ±Ù°£ÇÑ ÀΰøÁö´É µðÀÚÀÎ |
Ernest Adams |
°¡»ó °í¸±¶óÀÇ Çʿ信 ±Ù°£ÇÑ ÀΰøÁö´É¿¡ °üÇÏ¿© ¼³¸íÇÕ´Ï´Ù. ÀÌ ¹®¼°¡ Á¦°øÇÏ´Â Á¤º¸´Â º¸ÆíÀûÀ¸·Î Àû¿ë°¡´ÉÇÒ °ÍÀÔ´Ï´Ù. |
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Evolving
Go Playing Strategy in NN |
P.Donnelly |
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Game AI: The State of the Industry
|
Steve Woodcock
|
°ÔÀÓ ÀΰøÁö´É¿¡ ´ëÇÑ ÃÖ±ÙÀÇ °æÇâ¿¡ ´ëÇÏ¿© »ìÆìº¾´Ï´Ù. |
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°ÔÀÓ ÀΰøÁö´É : »ê¾÷ Çü¼¼, 1Æí
¿µ¾î¿ø¹®
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Steve Woodcock
¹ø¿ª :GpGiki(http://www.gpgstudy.com/gpgiki/)ÀÇ ¿©·¯ ºÐµé - ·ù±¤ |
2000³âµµ, °ÔÀÓ ÀΰøÁö´É¿¡ ´ëÇÑ Á߿伺
Ferretman's 2000 update on the current importance of AI in games. |
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°ÔÀÓ ÀΰøÁö´É : »ê¾÷ Çü¼¼, 2Æí
¿µ¾î¿ø¹®
¹Ù·Î°¡±â |
David C. Pottinger and Prof. John E. Laird
¹ø¿ª : GpGiki(http://www.gpgstudy.com/gpgiki/)ÀÇ ¿©·¯ ºÐµé - Obee
°¨¼ö : ·ù±¤ |
°ÔÀÓ µðº§·ÎÆÛ ¸Å°ÅÁøÀÇ °ÔÀÓ ÀΰøÁö´É¿¡ °üÇÑ µÎ ¹øÂ° Á¤±â ¿¬±¸ º¸°í¼
The second installment of Game Developer magazine's annual investigation into game AI presents two more experts discussing this ever-evolving field. |
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GDC 2001 : ¾ÕÀ¸·ÎÀÇ ÀΰøÁö´É¿¡ ´ëÇÑ Àü¸Á Game
Developers Conference 2001: An AI Perspective |
Eric Dybsand |
GDC 2001¿¡¼, ÄÄÇ»ÅÍ °ÔÀÓ ÀΰøÁö´É°ú °ü·ÃÇÑ ÁÖ¸ñÇÒ ¸¸ÇÑ ¸î°¡Áö ³»¿ë¿¡ ´ëÇÏ¿© »ìÆìº¾´Ï´Ù. |
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Machine
Learning, Game Play, and Go |
David Stoutamire |
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¸¹Àº ÀΰøÁö´É, ÀûÀº ÇÁ·Î¼¼¼ ¼Òºñ More AI
in Less Processor Time: Egocentric AI |
Ian Wright |
½Ç½Ã°£ ÀΰøÁö´ÉÀÇ ½ÇÇàÀ» Á¦¾îÇÏ°í °ü¸®Çϱâ À§ÇÑ ±â¼ú°ú, ÀΰøÁö´ÉÀÇ Çϵå¿þ¾î °¡¼Ó¿¡ ´ëÇÑ °¡´É¼ºÀ» ¿©´Â ¹Ì·¡ÀÇ ±â¼úÀ» »ìÆìº¾´Ï´Ù. |
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Recognizing
Strategic Dispositions thread |
Àü·«Àû »óȲÀ» ÀνÄÇÏ´Â ÀΰøÁö´ÉÀÇ »ý¼º
A compilation of a 1995 newsgroup thread about creating an AI that recognizes strategic situations. |
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°ÔÀÓ°ú ÀΰøÁö´ÉÀÇ Á¤´äÀ» Ž»öÇϱâ Searching
for Solutions in Games and Artificial Intelligence |
L.V. Allis |
In PostScript ZIP format. |
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¼³¸í |
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°ÔÀÓ¿¡¼ÀÇ À¯ÀüÀÚ ÇÁ·Î±×·¡¹ÖÀÇ Àû¿ë Application
of Genetic Programming to the Snake Game |
ÀÌ ¹®¼´Â ÀΰøÁö´ÉÀÌ ÃÖ´ëÀÇ ½ÇÇ༺´ÉÀ» °¡Áö¸ç, À¯ÀüÀÚ ÇÁ·Î±×·¥ÀÇ ¹ßÀüÀ» °¡Á®¿ï, ¼º°øÀûÀÎ ÇÔ¼öÁýÇÕ¿¡ °üÇÑ °³¹ß°ú ºÐ¼®¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù.
This article covers the development and analysis of a successful function set that will allow the evolution of a genetic program that will allow the AI to attain maximal performance. |
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GA
Playground |
Ariel Dolan |
ÀÚ¹Ù¸¦ ÀÌ¿ëÇÑ À¯ÀüÀÚ ¾Ë°í¸®Áò µµ±¸¸ðÀ½ |
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À¯ÀüÀÚ ¾Ë°í¸®Áò ¿¹Á¦ : ±¼Àý±¤ÇÐ ¹æÁ¤½Ä Genetic
Algorithm Example: Diophantine Equation |
S.Hsiung |
À¯ÀüÀÚ ¾Ë°í¸®ÁòÀÌ ¾î¶»°Ô ±¼Àý±¤Ç× ¹æÁ¤½ÄÀ» Ç® ¼ö Àִ°¡¿¡ °üÇÑ ¿¹Á¦. ¿Ï¼ºµÈ C++ Äڵ带 Á¦°øÇÕ´Ï´Ù. |
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À¯ÀüÀÚ
¾Ë°í¸®Áò ¿¹Á¦ |
Darrell Whitley |
ZIPped PostScript format. |
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À¯ÀüÀÚ ¾Ë°í¸®ÁòÀ» ÀÌ¿ëÇÑ ³ª¹«ÀÇ Ç¥Çö Representing
Trees in Genetic Algorithms |
C.Palmer, A.Kershenbaum |
ZIPped PDF format. |
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ÀΰøÁö´É
¼Ò°³ |
S. Hsiung |
½Ã´ëº°·Î »ìÆìº¸´Â ÀΰøÁö´É¿¡ ´ëÇÑ ¼Ò°³. 1950³â´ë ÀÌÈÄ·Î ÀΰøÁö´ÉÀÌ ¾î¶»°Ô ¹ßÀüÇÏ¿´À¸¸ç, ¹Ì·¡¿¡´Â ¾î¶°ÇÑ Èñ¸ÁÀ» °¡Áú ¼ö Àִ°¡¿¡ ´ëÇÑ ³»¿ë. |
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À¯ÀüÀÚ ¾Ë°í¸®Áò¿¡ ´ëÇÑ ¼Ò°³¿Í À¯ÀüÀÚ ÇÁ·Î±×·¡¹Ö An
Introduction to Genetic Algorithm and Genetic Programming |
S.Hsiung and J.Matthews |
À¯ÀüÀÚ ¾Ë°í¸®ÁòÀº »ý¹°ÇÐÀû ÀÚ¿¬ÁøÈ¿¡ ¹ÙÅÁÀ» µÎ°í ÀÖ½À´Ï´Ù. ÀÌ´Â Àç»ý»ê, º¯È, ±×¸®°í ÀÚ¿¬ ¼±Åÿ¡ °üÇÑ ³»¿ëÀ» Æ÷ÇÔÇÕ´Ï´Ù. ÀÌ ÀÌ·ÐÀº ¼öÇÐ, À½¾Ç, ±×¸®°í ÆÛÁñÀÇ ÇØ¹ý¿¡ ¸Å¿ì ¸¹ÀÌ Àû¿ëµÇ°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ À¯Àü ¾Ë°í¸®ÁòÀº ½º½º·Î ÇØ¹ýÀ» Ž»öÇÏ´Â ¼Ó¼ºÀ» °¡Áö°í ÀÖ´Â, ¸Å¿ì Èï¹Ì·Î¿î ½Ã½ºÅÛÀÔ´Ï´Ù. |
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An
Introduction to Neural Networks |
Dr. Leslie Smith |
Á߸³ ½Å°æ¸ÁÀ» ¼Ò°³ÇÏ´Â ¸Å¿ì ÈǸ¢ÇÑ ¹«¼ÀÔ´Ï´Ù. |
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An
Introduction to Robotics |
James Matthews |
ÀΰøÁö´É°ú Àΰø»ý¸íÀÌ ·Îº¸Æ½½º¿¡ ¾î¶»°Ô Àû¿ëµÇ´Â°¡¸¦ ´Ù·ç´Â ªÀº ±ÛÀÔ´Ï´Ù. |
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Artificial
Intelligence and Skepticism |
S.Hsiung |
±â°è°¡ Áö¼ºÀ» °¡Áú ¼ö ÀÖÀ»±î¿ä? ÀÌÇØ¶õ ¹«¾ùÀԴϱî? ¿ì¸®°¡ Àΰ£À» âÁ¶ÇÒ ¼ö ÀÖÀ»±î¿ä? ÀÌ ¸ÅȤÀûÀÎ ÀΰøÁö´É¿¡ ´ëÇÑ ¼Ò°³¸¦ ÅëÇØ ÀÌ ºÐ¾ß¿¡ ´ëÇÑ È¸ÀÇÀûÀÎ »ý°¢À» ¹ö¸®¼¼¿ä. |
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Artificial
Life |
James Matthews |
ÀΰøÁö´ÉÀº ¸ÅȤÀûÀÎ ºÐ¾ßÀÔ´Ï´Ù. ÀÌ ±ÛÀº ¼¼Æ÷ ÀÚµ¿È(cellular automata), ±ºÁý(flocking), ±×¸®°í Àΰø»ý¸íÀÇ ´Ù¸¥ ¿µ¿ªµé¿¡ ´ëÇÑ °£´ÜÇÑ ¼Ò°³¸¦ Á¦°øÇÕ´Ï´Ù.
ALife is a fascinating area to study, this essay gives you a brief introduction into cellular automata, flocking and other areas of ALife. Watch Conway's Life run and stabilize as you read the essay! |
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Aspects of
Artificial Intelligence Systems |
S.Hsiung |
Áõ¸³½Å°æ¸Á°ú Àΰø»ý¸í ½Ã½ºÅÛ¿¡ °üÇÑ ±Û |
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°ÔÀÓ ÀΰøÁö´ÉÀÇ
±âÃÊ |
À̱ÛÀÇ Á¦¸ñÀÌ ¾Ï½ÃÇϵí, ÀÌ ¹®¼´Â °ÔÀÓ ÀΰøÁö´ÉÀÇ ±âÃÊ¿¡ ´ëÇÑ °³°ýÀûÀÎ ³»¿ëÀ» ´Ù·ì´Ï´Ù. |
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ÄÄÇ»ÅÍ °ÔÀÓ¿¡¼ÀÇ ÀΰøÁö´É FAQ [Added: 7/31/1999] |
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ÀÌ ¹®¼´Â 2000³â°æÀÇ ¹®¼ÀÌÁö¸¸, Áö±Ýµµ ¿©ÀüÈ÷ À¯¿ëÇÑ ¸¹Àº Á¤º¸¸¦ ´ã°í ÀÖ½À´Ï´Ù. |
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Introduction
to Learning in Games |
ÀÌ ¹®¼´Â ´ç½ÅÀÇ °ÔÀÓÀÌ Ç÷¹À̾ ÅëÇØ ÇнÀÇÏ´Â ¹æ¹ý¿¡ ´ëÇÑ ¼Ò°³¸¦ Á¦°øÇÕ´Ï´Ù. |
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Introduction
to Neural Networks |
James Matthews |
ÀÌ ¹®¼´Â Á߸³½Å°æ¸Á¿¡ ´ëÇÑ °£´ÜÇÑ ¼Ò°³¿Í, Á߸³½Å°æ¸ÁÀÌ ±¸Á¶¸¦ ÀÌ·ç´Â ¹æ¹ý°ú, ´Ù¾çÇÑ Á¾·ùÀÇ Á߸³½Å°æ¸Á¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù. |
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ÀΰøÁö´ÉÀÇ
¿ª»ç |
S.Hsiung |
1950~1990³â¿¡ °ÉÄ£ ÀΰøÁö´ÉÀÇ ¹ßÀü»ç¿¡ ´ëÇÑ º¸°í¼ |
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ÀúÀÚ |
¼³¸í |
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An
Introduction to Natural Language Processing |
S. Hsiung |
¿¤¸®ÀÚ(ELIZA)¿Í °°Àº ÀÚ¿¬¾î ó¸® ½Ã½ºÅÛÀº ½ÇÁ¦·Î ÀÌÇØ´É·ÂÀ» °¡Áö°í ÀÖÀ»±î¿ä? ¾Æ´Ï¸é ±×°ÍÀº ±×Àú ´Ü¼øÈ÷ ±×Àú ´Ü¾î, ¹®¹ý, ±¸¹®À» °¡Áö°í ³ë´Â ÀåÄ¡(chatterboxes)Àϱî¿ä? ÀÌ ¹®¼´Â Æ©¸µ Å×½ºÆ®(Turing Test), ½ÇÁ¦ÀûÀÎ ÀÌÇØ, ±×¸®°í ¸¹Àº ÀÚ¿¬¾î ó¸® ½Ã½ºÅÛ ¿¬±¸°¡µéÀÌ ±¹¸éÇÑ ¹®Á¦µé¿¡ ´ëÇØ °£´ÜÈ÷ »ìÆìº¾´Ï´Ù. |
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An
Introduction to Natural Language Theory |
S. Hsiung |
ÆÄ¼(Parsers), ¹®¹ý, ±¸¹®.... ´ç½ÅÀº ¸¹Àº Á߸³¾ð¾îÀÌ·Ð(NLP) ÇÁ·Î±×·¥À» ÀÛµ¿ÇÏ°Ô ¸¸µå´Â °ÍÀÌ ¹«¾ùÀÎÁö Àǹ®À» ǰÀºÀûÀÌ ÀÖ³ª¿ä? ÀÌ ¿¹Á¦´Â äÅ͹ڽº(chatterboxes)¿Í ´Ù¸¥ ÀÚ¿¬¾î ó¸® ÇÁ·Î±×·¥ÀÇ Æ®¸¯À» Á¦°øÇÕ´Ï´Ù. |
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Conceptual
Representation and Scripting |
James Matthews |
ÀÌ ¹®¼´Â °ü³äÀû Ç¥Çö°ú ¼¼ú¿¡ °üÇÑ ¾ÆÀ̵ð¾î¸¦ ÀÚ¼¼È÷ ´Ù·ì´Ï´Ù. ÀÌ ¹®¼´Â ¸î¸î CR ÇÁ·Î±×·¥À¸·ÎºÎÅÍÀÇ Ãâ·Â¹°À» °¡Áö°í ÀÖ½À´Ï´Ù. ÀÌ ±ÛÀº °ü³äÀû Ç¥Çö°ú ¼¼ú¿¡ ´ëÇÑ °³³ä¿¡ Àͼ÷ÇÏÁö ¾ÊÀº À̵鿡°Ô ÈǸ¢ÇÑ µµ¿òÀÌ µÉ°ÍÀÔ´Ï´Ù. |
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Object
Oriented Parsing |
U.Hahn |
ÀÚ¿¬¾î ºÐ¼®À» À§ÇÑ ¹®¹ý¸ðµ¨ÀÎ ParseTalk¸¦ ¼Ò°³ÇÕ´Ï´Ù. |
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ÀúÀÚ |
¼³¸í |
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Back
Propogation Neural Network Engine source |
Patrick Ko Shu-pui |
(.ZIP 25Kb) |
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»çÁß ½Å°æ¸Á(Four
Neural Networks) |
Various |
»çÁß ½Å°æ¸ÁÀÇ ÁýÇÕ. ZipÆÄÀÏ
A collection of four neural networks in a .Zip file. |
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Á߸³ ³×Æ®¿þ¾î(Neural
Netware) |
Á߸³ ³Ý(neural nets)¿¡ ´ëÇÑ ÈǸ¢ÇÑ ¼Ò°³ |
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Á߸³ ½Å°æ¸Á(Neural
Network) FAQ |
Warren S. Sarle |
comp.ai.neutral-nets¿¡¼ ¸Å´Þ °»½ÅµÇ´Â Áú¹®°ú ´ä |
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Á߸³ ½Å°æ¸Á(Neural
Network) FAQ |
Lutz Prechelt |
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´º·±°ú
Á߸³½Å°æ¸Á(Neurons
and Neural Networks): °¡Àå Ãß»óÀûÀÎ °üÁ¡(The Most Abstract View) |
Michael A Arbib |
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| ±æÃ£±â¿Í Ž»ö | ||||
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ÀúÀÚ |
¼³¸í |
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A*
¾Ë°í¸®Áò ¿¹Á¦ |
A* ¾Ë°í¸®ÁòÀ» ¹è¿ì±â À§ÇÑ ÈǸ¢ÇÑ ½ÃÀÛÁ¡ |
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ü½º
Æ®¸® Ž»ö |
Paul Verhelst |
¹Ì´Ï¸Æ½º(minimax) Ž»ö¿¡ ´ëÇÑ ÈǸ¢ÇÑ ¿¹Á¦. Á¦¸ñ°ú´Â ´Þ¸® ÀÌ ³»¿ëÀº ü½º¸¦ À§ÇÑ °Í¸¸Àº ¾Æ´Õ´Ï´Ù. |
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ÁÂÇ¥(Coordinates)
´ÜÀ§ À̵¿ |
Dave Pottinger |
ÁÖ·Î Àü·«½Ã¹Ä·¹À̼ǰÔÀÓ(RTS)¿¡ ÃÊÁ¡À» ¸ÂÃá ´ÙÁß À¯´ÖÀÇ ±æÃ£±â¿¡ ´ëÇÏ¿© ³íÀÇÇÕ´Ï´Ù. |
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ÁÂÇ¥(Coordinates)
À̵¿ÀÇ ±¸Çö |
Dave Pottinger |
À±Û¿¡¼ ´Ù·é ¹æ¹ýÀ» ¾î¶»°Ô °ÔÀÓ¿¡ Àû¿ëÇÒ °ÍÀΰ¡¸¦ º¸¿©ÁÝ´Ï´Ù. |
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ˇˍ˞(Potential)
Çʵ带 ÀÌ¿ëÇÑ ¿òÁ÷ÀÓ °èȹ |
Á¾Á¾ A* ¾Ë°í¸®ÁòÀ» ´ë»êÇÏ¿© »ç¿ëµÇ´Â ÀáÀçÀû Çʵå(Potential Field)¸¦ ÀÌ¿ëÇÑ ¸î°¡Áö ±æÃ£±â ±â¼ú¿¡ ´ëÇØ ¼³¸íÇÕ´Ï´Ù. |
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ÀÎÁú(Pawn)ÀÌ ºñ·æ(Wyvern)À» Àâ´Ù: ¾î¶»°Ô ÄÄÇ»ÅÍ Ã¼½º°¡ ´ç½ÅÀÇ ±æÃ£±â¸¦ Çâ»ó½Ãų ¼ö Àִ°¡? [Added: 6/27/2000] |
Mark Brockington |
ÃÖ±Ù °í¾ÈµÈ A*ÀÇ ¼º´ÉÀ» Çâ»ó½ÃŰ´Â ¸î¸î ¹æ¾ÈÀ» ¿ä¾à
Summarizes some of these recently proposed enhancements to A*, and show you why you would want to consider a "computer chess" style A* approach the next time you have to implement A*. |
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±ò²ûÇÑ(Smart) À̵¿ : ÁöÀûÀÎ ±æÃ£±â [Added: 10/7/1999] |
Bryan Stout |
¸î°¡Áö Ž»ö ¾Ë°í¸®Áò°ú ±æÃ£±â¿¡ ÀÖ¾î¼ÀÇ È¿¿ë¼º¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù. |
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´õ¿í Çö½Ç°¨ÀÖ´Â ±æÃ£±â¸¦ ÇâÇÏ¿© [Added: 2/17/2002] |
Marco Pinter |
A*¾Ë°í¸®ÁòÀ» ¾à°£ ¼öÁ¤ÇÔÀ¸·Î¼, °ÔÀÓ À¯´ÖÀÇ À̵¿À» ´õ¿í ¼¼·ÃµÇ°Ô ¸¸µå¼¼¿ä. |
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