37,155 research outputs found
On Metrics for Location-Aware Games
Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games exhibit. In this article, we analyse and discuss how existing game analytics platforms address the spatio-temporal features of location-aware games. Our analysis reveals that little support is available. Next, based on the analysis, we propose a classification of spatial metrics, embedded in existing literature, and discuss three types of spatial metrics-point-, trajectory- and area-based metrics-, and elaborate examples and difficulties. Finally, we discuss how spatial metrics may be deployed to improve gameplay in location-aware games
Grounding Language for Transfer in Deep Reinforcement Learning
In this paper, we explore the utilization of natural language to drive
transfer for reinforcement learning (RL). Despite the wide-spread application
of deep RL techniques, learning generalized policy representations that work
across domains remains a challenging problem. We demonstrate that textual
descriptions of environments provide a compact intermediate channel to
facilitate effective policy transfer. Specifically, by learning to ground the
meaning of text to the dynamics of the environment such as transitions and
rewards, an autonomous agent can effectively bootstrap policy learning on a new
domain given its description. We employ a model-based RL approach consisting of
a differentiable planning module, a model-free component and a factorized state
representation to effectively use entity descriptions. Our model outperforms
prior work on both transfer and multi-task scenarios in a variety of different
environments. For instance, we achieve up to 14% and 11.5% absolute improvement
over previously existing models in terms of average and initial rewards,
respectively.Comment: JAIR 201
Social-aware Forwarding in Opportunistic Wireless Networks: Content Awareness or Obliviousness?
With the current host-based Internet architecture, networking faces
limitations in dynamic scenarios, due mostly to host mobility. The ICN paradigm
mitigates such problems by releasing the need to have an end-to-end transport
session established during the life time of the data transfer. Moreover, the
ICN concept solves the mismatch between the Internet architecture and the way
users would like to use it: currently a user needs to know the topological
location of the hosts involved in the communication when he/she just wants to
get the data, independently of its location. Most of the research efforts aim
to come up with a stable ICN architecture in fixed networks, with few examples
in ad-hoc and vehicular networks. However, the Internet is becoming more
pervasive with powerful personal mobile devices that allow users to form
dynamic networks in which content may be exchanged at all times and with low
cost. Such pervasive wireless networks suffer with different levels of
disruption given user mobility, physical obstacles, lack of cooperation,
intermittent connectivity, among others. This paper discusses the combination
of content knowledge (e.g., type and interested parties) and social awareness
within opportunistic networking as to drive the deployment of ICN solutions in
disruptive networking scenarios. With this goal in mind, we go over few
examples of social-aware content-based opportunistic networking proposals that
consider social awareness to allow content dissemination independently of the
level of network disruption. To show how much content knowledge can improve
social-based solutions, we illustrate by means of simulation some
content-oblivious/oriented proposals in scenarios based on synthetic mobility
patterns and real human traces.Comment: 7 pages, 6 figure
Evaluating Singleplayer and Multiplayer in Human Computation Games
Human computation games (HCGs) can provide novel solutions to intractable
computational problems, help enable scientific breakthroughs, and provide
datasets for artificial intelligence. However, our knowledge about how to
design and deploy HCGs that appeal to players and solve problems effectively is
incomplete. We present an investigatory HCG based on Super Mario Bros. We used
this game in a human subjects study to investigate how different social
conditions---singleplayer and multiplayer---and scoring
mechanics---collaborative and competitive---affect players' subjective
experiences, accuracy at the task, and the completion rate. In doing so, we
demonstrate a novel design approach for HCGs, and discuss the benefits and
tradeoffs of these mechanics in HCG design.Comment: 10 pages, 4 figures, 2 table
Quality assessment technique for ubiquitous software and middleware
The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future
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