90,852 research outputs found
Making Racing Fun Through Player Modeling and Track Evolution
This paper addresses the problem of automatically constructing tracks tailor-made to maximize the enjoyment of individual players in a simple car racing game. To this end, some approaches to player modeling are investigated, and a method of using evolutionary algorithms to construct racing tracks is presented. A simple player-dependent metric of entertainment is proposed and used as the fitness function when evolving tracks. We conclude that accurate player modeling poses some significant challenges, but track evolution works well given the right track representation
ANALISIS RELEVANSI MATERI MANAJEMEN MANUFAKTUR PADA GAME BONBON CAKERY
Game Bonbon Cakery adalah game dengan genre strategy. Game Bonbon Cakery merupakan game
yang mengandalkan kepintaran seorang player untuk mengatur strategy permainan. Tujuan game Bonbon
Cakery adalah membuat banyak keuntungan agar bisa membangun kedai kue yang besar dan laku. Game
Bonbon Cakery juga dapat dijadikan alat bantu untuk mengajarkan konsep manajemen manufaktur dan
manajemen pemasaran.
Pada Tugas Akhir ini dilakukan penyusunan anatomi untuk mempermudah menganalisa modeling
reality proses produksi dan modeling reality proses pemasaran pada game Bonbon Cakery.
Game yang menerapkan aspek manajemen manufaktur di dalamnya akan lebih menarik dimainkan
oleh player karena akan sesuai dengan realitas dan dapat di terima oleh logika player. Hasil dari analisis ini
supaya dapat gambaran tentang cara produksi dan pemasaran produk.
Kata kunci: Game, Gameplay, Game Mechanic, Game Balance, Manufaktur, Struktur Produk, Bill of
Material, Bonbon Caker
The use of multiplayer game theory in the modeling of biological populations
The use of game theory in modeling the natural world is widespread. However, this modeling mainly involves two player games only, or "playing the field" games where an individual plays against an entire (infinite) population. Game-theoretic models are common in economics as well, but in this case the use of multiplayer games has not been neglected. This article outlines where multiplayer games have been used in evolutionary modeling and the merits and limitations of these games. Finally, we discuss why there has been so little use of multiplayer games in the biological setting and what developments might be useful
The platformer experience dataset
Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.peer-reviewe
Automatic differentiation of non-holonomic fast marching for computing most threatening trajectories under sensors surveillance
We consider a two player game, where a first player has to install a
surveillance system within an admissible region. The second player needs to
enter the the monitored area, visit a target region, and then leave the area,
while minimizing his overall probability of detection. Both players know the
target region, and the second player knows the surveillance installation
details.Optimal trajectories for the second player are computed using a
recently developed variant of the fast marching algorithm, which takes into
account curvature constraints modeling the second player vehicle
maneuverability. The surveillance system optimization leverages a reverse-mode
semi-automatic differentiation procedure, estimating the gradient of the value
function related to the sensor location in time N log N
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Game Transfer Phenomena in video game playing: a qualitative interview study
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games sometimes triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations
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