175,574 research outputs found
Processing Games with Shared Interest
A generalization of processing problems with restricted capacities is introduced.In a processing problem there is a finite set of jobs, each requiring a specific amount of effort to be completed, whose costs depend linearly on their completion times.The new aspect is that players have interest in all jobs. The corresponding cooperative game of this generalization is proved to be totally balanced.Processing games;scheduling;core allocation
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game
Social media has become a major communication channel for communities
centered around video games. Consequently, social media offers a rich data
source to study online communities and the discussions evolving around games.
Towards this end, we explore a large-scale dataset consisting of over 1 million
tweets related to the online multiplayer shooter Destiny and spanning a time
period of about 14 months using unsupervised clustering and topic modelling.
Furthermore, we correlate Twitter activity of over 3,000 players with their
playtime. Our results contribute to the understanding of online player
communities by identifying distinct player groups with respect to their Twitter
characteristics, describing subgroups within the Destiny community, and
uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201
OpenPING: A Reflective Middleware for the Construction of Adaptive Networked Game Applications
The emergence of distributed Virtual Reality (VR) applications
that run over the Internet has presented networked game
application designers with new challenges. In an environment
where the public internet streams multimedia data and is
constantly under pressure to deliver over widely heterogeneous
user-platforms, there has been a growing need that distributed VR
applications be aware of and adapt to frequent variations in their
context of execution. In this paper, we argue that in contrast to
research efforts targeted at improvement of scalability, persistence
and responsiveness capabilities, much less attempts have been
aimed at addressing the flexibility, maintainability and
extensibility requirements in contemporary distributed VR
platforms. We propose the use of structural reflection as an
approach that not only addresses these requirements but also
offers added value in the form of providing a framework for
scalability, persistence and responsiveness that is itself flexible,
maintainable and extensible. We also present an adaptive
middleware platform implementation called OpenPING1 that
supports our proposal in addressing these requirements
Entangled states that cannot reproduce original classical games in their quantum version
A model of a quantum version of classical games should reproduce the original
classical games in order to be able to make a comparative analysis of quantum
and classical effects. We analyze a class of symmetric multipartite entangled
states and their effect on the reproducibility of the classical games. We
present the necessary and sufficient condition for the reproducibility of the
original classical games. Satisfying this condition means that complete
orthogonal bases can be constructed from a given multipartite entangled state
provided that each party is restricted to two local unitary operators. We prove
that most of the states belonging to the class of symmetric states with respect
to permutations, including the N-qubit W state, do not satisfy this condition.Comment: 4 page
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Emergence of Grounded Compositional Language in Multi-Agent Populations
By capturing statistical patterns in large corpora, machine learning has
enabled significant advances in natural language processing, including in
machine translation, question answering, and sentiment analysis. However, for
agents to intelligently interact with humans, simply capturing the statistical
patterns is insufficient. In this paper we investigate if, and how, grounded
compositional language can emerge as a means to achieve goals in multi-agent
populations. Towards this end, we propose a multi-agent learning environment
and learning methods that bring about emergence of a basic compositional
language. This language is represented as streams of abstract discrete symbols
uttered by agents over time, but nonetheless has a coherent structure that
possesses a defined vocabulary and syntax. We also observe emergence of
non-verbal communication such as pointing and guiding when language
communication is unavailable
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