4,407 research outputs found
Gaming techniques and the product development process : commonalities and cross-applications
The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process
Recommendation as a Communication Game: Self-Supervised Bot-Play for Goal-oriented Dialogue
Traditional recommendation systems produce static rather than interactive
recommendations invariant to a user's specific requests, clarifications, or
current mood, and can suffer from the cold-start problem if their tastes are
unknown. These issues can be alleviated by treating recommendation as an
interactive dialogue task instead, where an expert recommender can sequentially
ask about someone's preferences, react to their requests, and recommend more
appropriate items. In this work, we collect a goal-driven recommendation
dialogue dataset (GoRecDial), which consists of 9,125 dialogue games and 81,260
conversation turns between pairs of human workers recommending movies to each
other. The task is specifically designed as a cooperative game between two
players working towards a quantifiable common goal. We leverage the dataset to
develop an end-to-end dialogue system that can simultaneously converse and
recommend. Models are first trained to imitate the behavior of human players
without considering the task goal itself (supervised training). We then
finetune our models on simulated bot-bot conversations between two paired
pre-trained models (bot-play), in order to achieve the dialogue goal. Our
experiments show that models finetuned with bot-play learn improved dialogue
strategies, reach the dialogue goal more often when paired with a human, and
are rated as more consistent by humans compared to models trained without
bot-play. The dataset and code are publicly available through the ParlAI
framework.Comment: EMNLP 201
Story Parsing and Adventure Generation with Python and Postgres
Dungeons and Dragons is a tabletop roleplaying game that allows players to assume the roles of adventurers in medieval fantasy setting while one player is tasked as playing the role of the Dungeon Master (DM). This player facilitates the story and all other characters not played by the other players. Adventure Day is a toolset for Dungeons and Dragons 5th Edition that assists Dungeon Master in formatting their Story as well as gathering useful details for the challenges presented within that adventure. Adventure day aims to accomplish this by associating relevant monster data from postgres database while using the text input of a desired adventure parsed through a Python application to filter for highlighted terms and take action based on a defined dictionary within the same text file. Adventure day will be capable of building encounters with monsters specified by monster environment and/or abilities that they possess, provide inspiration for non-player characters that the DM will portray via personality traits, and finally help to scale monster difficulty depending on the power level of the player’s characters. Adventure day will work in tandem with a helper site that formats Markdown text into a format that mirrors that of published material
Tabletop Roleplaying Games as Procedural Content Generators
Tabletop roleplaying games (TTRPGs) and procedural content generators can
both be understood as systems of rules for producing content. In this paper, we
argue that TTRPG design can usefully be viewed as procedural content generator
design. We present several case studies linking key concepts from PCG research
-- including possibility spaces, expressive range analysis, and generative
pipelines -- to key concepts in TTRPG design. We then discuss the implications
of these relationships and suggest directions for future work uniting research
in TTRPGs and PCG.Comment: 9 pages, 2 figures, FDG Workshop on Procedural Content Generation
202
Re-engineering jake2 to work on a grid using the GridGain Middleware
With the advent of Massively Multiplayer Online Games (MMOGs), engineers and
designers of games came across with many questions that needed to be answered such
as, for example, "how to allow a large amount of clients to play simultaneously on the
same server?", "how to guarantee a good quality of service (QoS) to a great number
of clients?", "how many resources will be necessary?", "how to optimize these resources
to the maximum?". A possible answer to these questions relies on the usage of grid
computing.
Taking into account the parallel and distributed nature of grid computing, we can say
that grid computing allows for more scalability in terms of a growing number of players,
guarantees shorter communication time between clients and servers, and allows for a
better resource management and usage (e.g., memory, CPU, core balancing usage, etc.)
than the traditional serial computing model.
However, the main focus of this thesis is not about grid computing. Instead, this
thesis describes the re-engineering process of an existing multiplayer computer game,
called Jake2, by transforming it into a MMOG, which is then put to run on a grid
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Conspiracy in the Time of Corona: Automatic detection of Emerging Covid-19 Conspiracy Theories in Social Media and the News
Abstract
Rumors and conspiracy theories thrive in environments of low confi- dence and low trust. Consequently, it is not surprising that ones related to the Covid-19 pandemic are proliferating given the lack of scientific consensus on the virus’s spread and containment, or on the long term social and economic ramifications of the pandemic. Among the stories currently circulating are ones suggesting that the 5G telecommunication network activates the virus, that the pandemic is a hoax perpetrated by a global cabal, that the virus is a bio-weapon released deliberately by the Chinese, or that Bill Gates is using it as cover to launch a broad vaccination program to facilitate a global surveillance regime. While some may be quick to dismiss these stories as having little impact on real-world behavior, recent events including the destruction of cell phone towers, racially fueled attacks against Asian Americans, demonstrations espousing resistance to public health orders, and wide-scale defiance of scientifically sound public mandates such as those to wear masks and practice social distancing, countermand such conclusions. Inspired by narrative theory, we crawl social media sites and news reports and, through the application of automated machine-learning methods, discover the underlying narrative frame- works supporting the generation of rumors and conspiracy theories. We show how the various narrative frameworks fueling these stories rely on the alignment of otherwise disparate domains of knowledge, and consider how they attach to the broader reporting on the pandemic. These alignments and attachments, which can be monitored in near real-time, may be useful for identifying areas in the news that are particularly vulnerable to reinterpretation by conspiracy theorists. Understanding the dynamics of storytelling on social media and the narrative frameworks that provide the generative basis for these stories may also be helpful for devising methods to disrupt their spread
Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum
The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final product of the thesis project. By exploring tabletop role-playing as a form of emergent interactive storytelling, a connection has been created between traditional storytelling and popular culture with the hope of reaching out to new audiences and introducing a stronger interactive element into storytelling in secondary education
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