40,728 research outputs found
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
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Tuning in: diasporas at the BBC World Service
This article looks at diaspora through the transformations of an established public service broadcaster, the BBC World Service in a fast changing landscape of global broadcasting, by considering some of the findings of the AHRC-funded Tuning In: Contact Zones at the BBC World Service, which is part of the Diasporas, Migration and Identities program. Tuning In has six themes, each of which focuses upon the role of the BBC WS: The Politics of Translation, Diasporic Nationhood, Religious Transnationalism, Sport across Diasporas, Migrating Music and Drama for Developmen
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games
The balance of game content significantly impacts the gaming experience.
Unbalanced game content diminishes engagement or increases frustration because
of repetitive failure. Although game designers intend to adjust the difficulty
of game content, this is a repetitive, labor-intensive, and challenging
process, especially for commercial-level games with extensive content. To
address this issue, the game research community has explored automated game
balancing using artificial intelligence (AI) techniques. However, previous
studies have focused on limited game content and did not consider the
importance of the generalization ability of playtesting agents when
encountering content changes. In this study, we propose RaidEnv, a new game
simulator that includes diverse and customizable content for the boss raid
scenario in MMORPG games. Additionally, we design two benchmarks for the boss
raid scenario that can aid in the practical application of game AI. These
benchmarks address two open problems in automatic content balancing, and we
introduce two evaluation metrics to provide guidance for AI in automatic
content balancing. This novel game research platform expands the frontiers of
automatic game balancing problems and offers a framework within a realistic
game production pipeline.Comment: 14 pages, 6 figures, 6 tables, 2 algorithm
The Curative Power of Play: The Voices of Therapists around the World
It is important for all therapists to be culturally sensitive to children and their eco-systems as well as to be aware of the current trends and the changing application of play as a healing agent. The focus of this study is on the development of a current description of play by therapists from a global perspective through a thematic analysis of focus groups resulting in an explanation of how play contributes to healing and the practice of therapy. In this study, the naturalistic method of qualitative research (Bowers, 2009; Lincoln & Guba, 1985) was applied to the study of play around the world, resulting in a new description of “play”. The analyses of focus group meetings in Morocco, Singapore, Hong Kong, Canada and Europe resulted in the emergence of 8 themes: productivity through play, contribution to development, facilitation of the relationship through play, honouring diversity, collaboration between children and caregivers, stimulation through technology-based play, relaxation provided by play, and the devaluation of play. These themes, which are presented through the “voices of the participants”, together with the literature review, serve to enrich the changing description of play. With participants from all continents, a current global perspective highlights the changes that play, both as a concept and as a healing agent, has undergone and will continue to do so. New information emerged suggesting that technology has become a worldwide focus for children but has a paradoxical effect on their relationships
The UK Netball Superleague: A case study of franchising in elite women's sport organisations
This is an Author's Accepted Manuscript of an article published in European Sport Management Quarterly, 12(5), 545 - 567, 2012, copyright Taylor & Francis, available online at: http://www.tandfonline.com/10.1080/16184742.2012.734525.This paper draws on theories of franchising in examining the emergence of the UK Netball Superleague (UK NSL) in 2005. The focus of the paper is to explore the development of an empowered franchise framework as part of England Netball's elite performance strategy and the consequences of the Superleague for player performance, team success and commercial potential of the franchises. Twenty-two in-depth interviews conducted between 2008 and 2011 with franchise and sport media/marketing personnel inform the discussion. The paper explains the UK NSL as an empowered franchise model characterised by a shift from the centralised hierarchical model of the business format franchise to one which is decentralised and informal and whereby different franchises are characterised by high degrees of diversity in terms of organisational environment and their own structural characteristics of specialisation and standardisation.The Centre for
Sport, Physical Education and Activity Research (SPEAR) at Canterbury Christ Church
University
Stochastic Prediction of Multi-Agent Interactions from Partial Observations
We present a method that learns to integrate temporal information, from a
learned dynamics model, with ambiguous visual information, from a learned
vision model, in the context of interacting agents. Our method is based on a
graph-structured variational recurrent neural network (Graph-VRNN), which is
trained end-to-end to infer the current state of the (partially observed)
world, as well as to forecast future states. We show that our method
outperforms various baselines on two sports datasets, one based on real
basketball trajectories, and one generated by a soccer game engine.Comment: ICLR 2019 camera read
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