37,155 research outputs found

    On Metrics for Location-Aware Games

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    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

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    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?

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    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

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    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

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    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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