1,007 research outputs found
Measuring Control to Dynamically Induce Flow in Tetris.
Dynamic Difficulty Adjustment (DDA) is a set of
techniques that aim to automatically adapt the difficulty of
a video game based on the playerâs performance. This paper
presents a methodology for DDA using ideas from the theory of
flow and case-based reasoning (CBR). In essence we are looking
to generate game sessions with a similar difficulty evolution to
previous game sessions that have produced flow in players with
a similar skill level. We propose a CBR approach to dynamically
assess the playerâs skill level and adapt the difficulty of the game
based on the relative complexity of the last game states.
We develop a DDA system for Tetris using this methodology
and show, in a experiment with 40 participants, that the DDA
version has a measurable impact on the perceived flow using
validated questionnaires.pre-print456 K
How Fast Can We Play Tetris Greedily With Rectangular Pieces?
Consider a variant of Tetris played on a board of width and infinite
height, where the pieces are axis-aligned rectangles of arbitrary integer
dimensions, the pieces can only be moved before letting them drop, and a row
does not disappear once it is full. Suppose we want to follow a greedy
strategy: let each rectangle fall where it will end up the lowest given the
current state of the board. To do so, we want a data structure which can always
suggest a greedy move. In other words, we want a data structure which maintains
a set of rectangles, supports queries which return where to drop the
rectangle, and updates which insert a rectangle dropped at a certain position
and return the height of the highest point in the updated set of rectangles. We
show via a reduction to the Multiphase problem [P\u{a}tra\c{s}cu, 2010] that on
a board of width , if the OMv conjecture [Henzinger et al., 2015]
is true, then both operations cannot be supported in time
simultaneously. The reduction also implies polynomial bounds from the 3-SUM
conjecture and the APSP conjecture. On the other hand, we show that there is a
data structure supporting both operations in time on
boards of width , matching the lower bound up to a factor.Comment: Correction of typos and other minor correction
Bayesian learning of noisy Markov decision processes
We consider the inverse reinforcement learning problem, that is, the problem
of learning from, and then predicting or mimicking a controller based on
state/action data. We propose a statistical model for such data, derived from
the structure of a Markov decision process. Adopting a Bayesian approach to
inference, we show how latent variables of the model can be estimated, and how
predictions about actions can be made, in a unified framework. A new Markov
chain Monte Carlo (MCMC) sampler is devised for simulation from the posterior
distribution. This step includes a parameter expansion step, which is shown to
be essential for good convergence properties of the MCMC sampler. As an
illustration, the method is applied to learning a human controller
A Software Design Pattern Based Approach to Auto Dynamic Difficulty in Video Games
From the point of view of skill levels, reflex speeds, hand-eye coordination, tolerance for frustration, and motivations, video game players may vary drastically. Auto dynamic difficulty (ADD) in video games refers to the technique of automatically adjusting different aspects of a video game in real time, based on the playerâs ability and emergence factors in order to provide the optimal experience to users from such a large demography and increase replay value. In this thesis, we describe a collection of software design patterns for enabling auto dynamic difficulty in video games. We also discuss the benefits of a design pattern based approach in terms of software quality factors and process improvements based on our experience of applying it in three different video games. Additionally, we present a semi-automatic framework to assist in applying our design pattern based approach in video games. Finally, we conducted a preliminary user study where a Post-Degree Diploma student at the University of Western Ontario applied the design pattern based approach to create ADD in two arcade style games
How to design good Tetris players
In this paper, we propose to use evolution- nary algorithms more specifically the covariance matrix adaptation evolution strategy to design artificial players for the game of Tetris. The learned strategies are among the best performing players at this time scoring several millions of lines. We also describe different mechanisms to reduce the evolution time which can be an important issue for this learning problem
Adventures of Ludom: a Videogame Geneontology
Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenonâs proliferation the aspects that constitute its identity have become more and more challenging to determine, however. The persistent surfacing of novel ludic forms continues to expand the conceptual range of âgamesâ and âvideogames,â which has already lead to anxious generalizations within academic as well as popular discourses. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Videogames are theorized as âgames,â âpuzzles,â âstories,â and âaesthetic artifactsâ (or âartworksâ), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. According to this sequence, the videogameâs position as a âgameâ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrivesbut may soon die out.Videopeli on kasvanut edellisten vuosikymmenten aikana tĂ€rkeĂ€ksi ilmiöksi niin median, talouden, kuin kulttuurinkin nĂ€kökulmasta. Kasvun myötĂ€ ilmiön itsensĂ€ mÀÀrittĂ€minen on kuitenkin muuttunut yhĂ€ haastavammaksi: uudet leikin ja pelaamisen muodot venyttĂ€vĂ€t jatkuvasti âpelinâ ja âvideopelinâ kĂ€sitteitĂ€, mikĂ€ on jo nyt johtanut kivuliaisiin yleistyksiin sekĂ€ akateemisessa ettĂ€ populaarissa kielenkĂ€ytössĂ€. Kyseisten yleistysten seurauksena ne asioiden joukot, joihin âpelitâ ja âvideopelitâ tĂ€nĂ€ pĂ€ivĂ€nĂ€ viittaavat, ovat hĂ€mĂ€rtyneet ÀÀrimmĂ€isen epĂ€selvĂ€ksi. TĂ€mĂ€ hĂ€mĂ€rtyminen on tuonut mukanaan lukuisia kĂ€ytĂ€nnön ongelmia, jotka nousevat esiin ilmiöitĂ€ koskevassa tutkimuksessa, kulutuksessa, kuin myös journalistisessa kĂ€sittelyssĂ€. Edesauttaakseen nĂ€iden ongelmien ratkaisua luettavanasi oleva vĂ€itöskirja esittelee lajiontologisen tutkimusmetodologian, joka mahdollistaa videopelin tunnistamisen suhteessa sitĂ€ ympĂ€röiviin ja sitĂ€ muistuttaviin kulttuuri-ilmiöihin. Lajiontologista tutkimusmetodologiaa hyödyntĂ€en vĂ€itöskirja ottaa tehtĂ€vĂ€kseen tarkastella videopelin suhdetta neljÀÀn sitĂ€ ympĂ€röivÀÀn tai muistuttavaan kulttuuri-ilmiöön: âpeleihinâ, âpuzzleihinâ, âtarinoihinâ, ja âesteettisiin artefakteihinâ (ns. âtaideteoksiinâ). Tarkastelut tuottavat videopeli-ilmiötĂ€ selittĂ€viĂ€ aspekteja, joiden avulla sille rakennetaan alustava taksonominen identiteetti itsenĂ€isenĂ€ kulttuurisena lajina (Artefactum ludus ludus, lyhyesti ludom). Löydetyt aspektit ja niiden mukainen taksonominen identiteetti puoltavat nĂ€kemystĂ€ siitĂ€, ettĂ€ videopelin historiallinen asema âpelinĂ€â on lĂ€hinnĂ€ metaforinen. Videopelin esineellisyys, dynaaminen systeemirakenne, aika-kriittiset strategiset manipulointivaatimukset sekĂ€ (aporeettisesti) remaattinen estetiikka tuntuvat sen sijaan muodostavan vankan pohjan kĂ€sitteellisesti vakaalle mutta vain hetkellisesti menestyvĂ€lle kulttuurilajityypille, joka parhaillaan kukoistaamutta saattaa pian kuolla pois.Siirretty Doriast
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