4,407 research outputs found

    Gaming techniques and the product development process : commonalities and cross-applications

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    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

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    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

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    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

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    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

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    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

    Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum

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    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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