67,508 research outputs found

    Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game

    Full text link
    Social media has become a major communication channel for communities centered around video games. Consequently, social media offers a rich data source to study online communities and the discussions evolving around games. Towards this end, we explore a large-scale dataset consisting of over 1 million tweets related to the online multiplayer shooter Destiny and spanning a time period of about 14 months using unsupervised clustering and topic modelling. Furthermore, we correlate Twitter activity of over 3,000 players with their playtime. Our results contribute to the understanding of online player communities by identifying distinct player groups with respect to their Twitter characteristics, describing subgroups within the Destiny community, and uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201

    From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups

    Get PDF
    Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games

    MeGARA: Menu-based Game Abstraction and Abstraction Refinement of Markov Automata

    Full text link
    Markov automata combine continuous time, probabilistic transitions, and nondeterminism in a single model. They represent an important and powerful way to model a wide range of complex real-life systems. However, such models tend to be large and difficult to handle, making abstraction and abstraction refinement necessary. In this paper we present an abstraction and abstraction refinement technique for Markov automata, based on the game-based and menu-based abstraction of probabilistic automata. First experiments show that a significant reduction in size is possible using abstraction.Comment: In Proceedings QAPL 2014, arXiv:1406.156

    Wind generator behaviour in a pay-as-bid curtailment market

    Get PDF
    A pay-as-bid curtailment market, where Wind Power Plants (WPPs) may offer prices to have their output reduced in the event of network balancing or stability constraints, is one approach towards the market integration of a high proportion of wind energy onto a power system. Such a market aims to procure curtailment at a cost close to the marginal value of the electricity plus renewable subsidies and incentives, reducing risks for WPPs while minimising costs to the Independent System Operator (ISO). Through the use of game theory and market modelling, a key set of bidding strategies are identified that may evolve within such a market, which may act in opposition to the goals of the ISO. These are applied to a variety of network conditions in order to determine their likely impact and the resulting bidding signals provided to market participants. Bidding behaviours and market fluidity may also be affected by factors particular to wind power plants. Through analysis of both ex ante and ex post case studies, the existence of these behaviours is demonstrated, illustrating that a pay-as-bid curtailment market may not be efficient at price discovery in practice
    corecore