1,007 research outputs found

    On The Foundations of Digital Games

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    Computers have lead to a revolution in the games we play, and, following this, an interest for computer-based games has been sparked in research communities. However, this easily leads to the perception of a one-way direction of influence between that the field of game research and computer science. This historical investigation points towards a deep and intertwined relationship between research on games and the development of computers, giving a richer picture of both fields. While doing so, an overview of early game research is presented and an argument made that the distinction between digital games and non-digital games may be counter-productive to game research as a whole

    Collector\u27s Corner, Round 5

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    Martin Gardner\u27s 300th article for Scientific American appeared in their August, 1998 issue (Cover: New Thinking about Back Pain). It\u27s title A Quarter-Century of Recreational Mathematics, highlights Gardner\u27s 297 Mathematical Games columns and his 1956 article on Hexaflexagons (he does not mention the 1952 article on Logic -- see Collector\u27s Corner -- Round 4)

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    "Жизнь" в тензорах: реализация клеточных автоматов на видеокартах

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    This paper presents an approach to the description of cellular automata using tensors. This approach allows to attract various frameworks for organizing scientific calculations on high-performance graphics adapter processors, that is, to automatically build parallel software implementations of cellular automata. In our work, we use the TensorFlow framework to organize computations on NVIDIA graphics adapters. As an example cellular automaton we used Conway's Game of Life. The effect of the described approach to the cellular automata implementation is estimated experimentally

    BUGS: A Test Bed For Catastrophe Based Collective Behavior

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    Some notes on impartial games and NIM dimension

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    Tese de doutoramento, Matemática (Análise Numérica e Matemática Computacional), Universidade de Lisboa, Faculdade de Ciências, 2010.Disponível no documento

    Moncure Conway: Abolitionist, Reformer

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    A thesis presented to the faculty of the Graduate School at Morehead State University in partial fulfillment of the requirements for the Degree of Master of Arts by Michael D, Warren on May 2,1972

    Spartan Daily, May 10, 1985

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    Volume 84, Issue 65https://scholarworks.sjsu.edu/spartandaily/7318/thumbnail.jp

    Gravesend

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    Gravesend, a novel, is set predominantly in the Gravesend section of Brooklyn, though there are several scenes that take place in a fictional upstate town called Hawk\u27s Nest. The novel centers around three characters: Conway D\u27Innocenzio, Alessandra Biagini, and Eugene Calabrese. These characters are tied together by Ray Boy Calabrese, who has recently been released from prison for his role in the brutal death of Duncan D\u27Innocenzio, Conway\u27s brother, sixteen years before. Ray Boy returns and Conway, twenty-nine and working at Rite Aid, seeks revenge. Alessandra, a failed actress who has been in Los Angeles for a decade and has returned to Gravesend against her better judgment, is unexpectedly drawn to Ray Boy. And Eugene, Ray Boy\u27s nephew, is a gangster-in-the-making who idolizes his uncle for all the wrong reasons. These characters spin around Ray Boy, crossing paths and seeking to come to terms with what the neighborhood has made them
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