505 research outputs found

    Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games

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    Computer games are viewed by academics as un֊grounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of ทon-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [СһаОЗ .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'ร classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result

    Evolving Agents using NEAT to Achieve Human-Like Play in FPS Games

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    Artificial agents are commonly used in games to simulate human opponents. This allows players to enjoy games without requiring them to play online or with other players locally. Basic approaches tend to suffer from being unable to adapt strategies and often perform tasks in ways very few human players could ever achieve. This detracts from the immersion or realism of the gameplay. In order to achieve more human-like play more advanced approaches are employed in order to either adapt to the player's ability level or to cause the agent to play more like a human player can or would. Utilizing artificial neural networks evolved using the NEAT methodology, we attempt to produce agents to play a FPS-style game. The goal is to see if the approach produces well-playing agents with potentially human-like behaviors. We provide a large number of sensors and motors to the neural networks of a small population learning through co-evolution. Ultimately we find that the approach has limitations and is generally too slow for practical application, but holds promise for future developments. Many extensions are presented which could improve the results and reduce training times. The agents learned to perform some basic tasks at a very rough level of skill, but were not competitive at even a beginner level

    Replayability of Video Games

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    Our project was carried out in an attempt to better understand replayability and to help develop a structured approach to game design with it in mind. Forming a basis from the game studies field, we carried out a survey, an interview and performed market research to determine opinions and reactions to replayability that can be grounded with sales information. We found that aspects such as difficulty, completion, social aspects, randomization and The Experience contributed to replayability and should be strongly considered within this approach. We also concluded that the while replayability is important; it is not the sole factor that should drive our structured approach. Other factors such as marketing and playability also strongly affect the sales of a video game

    The Utah Statesman, September 18, 2018

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    Weekly student newspaper of Utah State University in Logan.https://digitalcommons.usu.edu/newspapers/1651/thumbnail.jp

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Playing Games with Art: The Cultural and Aesthetic Legitimation of Digital Games

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    Like other popular cultural forms before them, digital games are undergoing a process of cultural and aesthetic legitimation; the question of digital games’ legitimacy as art is being raised with increasing urgency in a variety of different contexts. Mobilizing a conceptual framework derived from media studies, the sociology of art, and certain traditions in philosophical aesthetics, this dissertation proposes that art is constituted in a complex, historically-contingent assemblage made up of many diverse elements and sometimes called an “art world.” The legitimation of a cultural form as art is achieved through a process of collective action and interaction between not only art makers and art objects but also thinkers, talkers, watchers, and players, as well as ideas, organizations, places, and objects. The central question of this dissertation, therefore, is not “Are games art?” but rather “How are games being reconfigured as art, where, and by whom?” In order to understand the legitimation of games as art, it is necessary to attend to the specific social-material processes through which it is taking place in different contexts. This dissertation focuses on the historical period between 2005 and 2010, and is made up of several case studies, including the highly public debate precipitated by popular film critic Roger Ebert’s derisive comments about games as art; the cultural reception and canonization of blockbuster “prestige games” that pursue artistic status within the boundaries of the commercial industry, such as Bioshock; and at the opposite end of the spectrum, the construction of independently-produced “artgames” such as Passage as a gaming analogue to autobiographical indie music and comics. Each of these overlapping contexts represents a particular conception of games as legitimate art, mobilizing different elements and strategies in pursuit of cultural and material capital, and establishing the terms and stakes for more recent developments

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    Can computers foster human users' creativity? Theory and praxis of mixed-initiative co-creativity

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    This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play) based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction.peer-reviewe

    Can computers foster human users' creativity? Theory and praxis of mixed-initiative co-creativity

    Get PDF
    This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play) based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction.peer-reviewe
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