60,518 research outputs found
Human perceptions of artificial surfaces for field hockey
Measuring the performance of a sports surface is typically derived from a series of field and laboratory
tests that assess the playing properties under simulated game conditions. However, from
a player’s perspective their own comfort and confidence in the surface and its playing characteristics
are equally if not more important. To date no comparative study to measure playing
preference tests has been made. The aim of this research was to develop a suitable method for
eliciting player perceptions of field hockey pitches and determine the key themes that players
consider when assessing field hockey pitches. To elicit meaningful unbiased human perceptions
of a playing surface, an individual subjective analysis was carried out, using interviews and
inductive analysis of the recorded player statements. A qualitative analysis of elite hockey players
(n = 22) was performed to obtain their perceptions immediately after a competitive match. The
significant surface characteristics that emerged as part of an inductive analysis of their responses
were grouped together and formed five general themes or dimensions: player performance,
playing environment, pitch properties, ball interaction and player interaction. Each dimension
was formed from a hierarchy of sub-themes. During the analysis, relationships between the
dimensions were identified and a structured relationship model was produced to highlight each
relationship. Players’ responses suggested that they perceived differences between pitches and
that the majority of players considered a ‘hard’ pitch with a ‘low’ ball bounce facilitating a ‘fast’
game speed was desirable. However, further research is required to understand the relative
importance of each theme and to develop appropriate measurement strategies to quantify the
relevant engineering properties of pitch materials
Using First Order Inductive Learning as an Alternative to a Simulator in a Game Artificial Intelligence
Currently many game artificial intelligences attempt to determine their next moves by using a simulator to predict the effect of actions in the world. However, writing such a simulator is time-consuming, and the simulator must be changed substantially whenever a detail in the game design is modified. As such, this research project set out to determine if a version of the first order inductive learning algorithm could be used to learn rules that could then be used in place of a simulator. By eliminating the need to write a simulator for each game by hand, the entire Darmok 2 project could more easily adapt to additional real-time strategy games. Over time, Darmok 2 would also be able to provide better competition for human players by training the artificial intelligences to play against the style of a specific player. Most importantly, Darmok 2 might also be able to create a general solution for creating game artificial intelligences, which could save game development companies a substantial amount of money, time, and effort.Ram, Ashwin - Faculty Mentor ; Ontañón, Santi - Committee Member/Second Reade
Playing simple loony dots and boxes endgames optimally
We explain a highly efficient algorithm for playing the simplest type of dots
and boxes endgame optimally (by which we mean "in such a way so as to maximise
the number of boxes that you take"). The algorithm is sufficiently simple that
it can be learnt and used in over-the-board games by humans. The types of
endgames we solve come up commonly in practice in well-played games on a 5x5
board and were in fact developed by the authors in order to improve their
over-the-board play.Comment: 20 pages; minor revisions made after referee's report. To be
published in "Integers
Playing Muller Games in a Hurry
This work studies the following question: can plays in a Muller game be
stopped after a finite number of moves and a winner be declared. A criterion to
do this is sound if Player 0 wins an infinite-duration Muller game if and only
if she wins the finite-duration version. A sound criterion is presented that
stops a play after at most 3^n moves, where n is the size of the arena. This
improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived
from a reduction to parity games
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