11,532 research outputs found
The End Of Art Revisited: A Response To Kalle Puolakka
In ‘The End of Art: A Real Problem or Not Really a Problem?’ I raised some questions about Arthur Danto’s famous ‘end of art’ thesis. A largely polemical paper, it was intended as an invitation to further discussion, and Kalle Puolakka has now taken up this invitation in ‘Playing The Game After The End of Art’. I thank him for his many insightful remarks. Critical comments are typically more interesting and helpful than simple praise, and Puolakka’s comments are no exception. I would therefore like to return the favour. I will place Puolakka’s remarks under critical examination and in the process hope to rephrase, refine, and defend some of my original claims. First, however, I will briefly restate my reading of Danto’s ideas on the end of art
Using the online cross-entropy method to learn relational policies for playing different games
By defining a video-game environment as a collection of objects, relations, actions and rewards, the relational reinforcement learning algorithm presented in this paper generates and optimises a set of concise, human-readable relational rules for achieving maximal reward. Rule learning is achieved using a combination of incremental specialisation of rules and a modified online cross-entropy method, which dynamically adjusts the rate of learning as the agent progresses. The algorithm is tested on the Ms. Pac-Man and Mario environments, with results indicating the agent learns an effective policy for acting within each environment
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Case studies: understanding players and the contexts in which they play. Workshop on Crossing Domains: Diverse Perspectives on Players
Over recent years, the study of games and players has become an established domain with HCI research. However, while a range of methods has been employed within this area, questions remain as to how to develop in-depth understandings of players and the contexts they play within. Drawing upon the social sciences, this paper proposes case studies as an additional methodology for player research. We discuss the approach by referring to an example of how case studies were used to investigate the relationship between gaming involvement and learning
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser’s notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual ’coins’ that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, players’ PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games
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