7,018 research outputs found

    Evolving card sets towards balancing dominion

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    In this paper we use the popular card game Dominion as a complex test-bed for the generation of interesting and balanced game rules. Dominion is a trading-card-like game where each card type represents a different game mechanic. Each playthrough only features ten different cards, the selection of which can form a new game each time. We compare and analyse three different agents that are capable of playing Dominion on different skill levels and use three different fitness functions to generate balanced card sets. Results reveal that there are particular cards of the game that lead to balanced games independently of player skill and behaviour. The approach taken could be used to balance other games with decomposable game mechanics.peer-reviewe

    Characteristics of generatable games

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    We address the problem of generating complete games, rather than content for existing games. In particular, we try to an- swer the question which types of games it would be realistic or even feasible to generate. To begin to answer the question, we rst list the di erent ways we see that games could be generated, and then try to discuss what characterises games that would be comparatively easy or hard to generate. The discussion is structured according to a subset of the charac- teristics discussed in the book Characteristics of Games by Elias, Gar eld and Gutschera.peer-reviewe

    User modelling and adaptive, natural interaction for conflict resolution

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    Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren serious game aims to support teachers' role to educate young people on how to resolve conflicts, by employing affect-aware, user- and cultural adaptivity to provide interesting and relevant conflict scenarios and resolution approaches.peer-reviewe

    User Modelling and Adaptive, Natural Interaction for Conflict Resolution

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    Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren serious game aims to support teachers' role to educate young people on how to resolve conflicts, by employing user- and cultural adaptivity and affective, non-verbal interaction to provide interesting and relevant conflict scenarios and resolution approaches

    The evolution of an innovation policy in a local system of production. The case of the Regional Programme for Industrial Research, Innovation and Technology Transfer

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    Aim of this thesis is to analyse the evolution of a policy within a local system of production. We consider policy as standardised social technologies devoted to the coordination of the physical technologies of production. In this sense we can compare them to institutions: arising spontaneously as organic entities for the development of networks of production and then becoming pragmatic as formally embedded in laws and norms. To investigate this process we will employ as case study some industrial policies developed by Regione Emilia Romagna from the 1970s to the Regional Programme for Industrial Research, Innovation and Technology Transfer (PRRIITT) in 2003
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