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Chris Cannings: A Life in Games
Chris Cannings was one of the pioneers of evolutionary game theory. His early work was inspired by the formulations of John Maynard Smith, Geoff Parker and Geoff Price; Chris recognized the need for a strong mathematical foundation both to validate stated results and to give a basis for extensions of the models. He was responsible for fundamental results on matrix games, as well as much of the theory of the important war of attrition game, patterns of evolutionarily stable strategies, multiplayer games and games on networks. In this paper we describe his work, key insights and their influence on research by others in this increasingly important field. Chris made substantial contributions to other areas such as population genetics and segregation analysis, but it was to games that he always returned. This review is written by three of his students from different stages of his career
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
The Effects of Commercial Video Game Playing: A Comparison of Skills and Abilities for the Predator UAV
Currently, Predator unmanned aerial vehicles (UAV) are operated by pilots and navigators experienced with manned combat aircraft. With a projected increase in UAVs, more combat pilots will be needed to operate these aircraft. Yet, if the current operational tempo continues, the supply of combat pilots may not be able to meet the demand. Perhaps alternative pools of Air Force personnel could be considered for UAV duty to meet operational requirements. Because the Predator UAV is a software-driven aircraft, video game players (VGPs) already possess and use many skills that may be similar to those of Predator UAV pilots. A variety of games can add situational awareness skills that a player/airman can bring to a new situation. This research examines the applicability of video-games-based skills to the operation of the Predator UAV. Nine people were interviewed to determine the overlap between piloting skills, UAV-specific skills, and skills gained and developed from gaming. The results indicate that frequent VGPs have the confidence and the consistent ability to obtain and retain new skills, many of which are related to operating the Predator UAV in a 2-D environment while not relying on the visual and nonvisual cues of the manned aircraft pilot
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