185 research outputs found

    Ritual, Recycling, and Recontextualisation: Putting the concealed shoe in context

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    The concealed shoe is, possibly by design, shrouded in mystery. All that is known for certain on this subject is that a large number of shoes, usually old and damaged, were concealed in various, unconventional locations within buildings throughout England, and that this practice was particularly popular during the eighteenth and nineteenth centuries. Other than these few facts, all other information on the subject is speculation. With no contemporaneous written sources on the practice of concealing shoes, this article will utilize the archaeological evidence in order to ascertain the motivations behind the act of concealment. An analysis of two case studies of concealed shoe caches from North Yorkshire, with a particular focus on their locations and conditions, will hopefully prove invaluable in the investigation into this unusual practice, together with an examination of the relevant folk beliefs and superstitions of the period. It will also be questioned where the concealed shoe stands in relation to our everyday classificatory systems. As a marginal, mutable object, the concealed shoe boasts a highly complex biography, calling into question the pertinence of such categories as valuable/rubbish, and particular attention will be given to the shoes’ numerous recontextualizations, from practical footwear, to apotropaic device, to archaeological artefact; transitions which I have dubbed ‘ritual recycling’.Peer reviewedFinal Accepted Versio

    Logics of preference when there is no best

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    Well-behaved preferences (e.g., total pre-orders) are a cornerstone of several areas in artificial intelligence, from knowledge representation, where preferences typically encode likelihood comparisons, to both game and decision theories, where preferences typically encode utility comparisons. Yet weaker (e.g., cyclical) structures of comparison have proven important in a number of areas, from argumentation theory to tournaments and social choice theory. In this paper we provide logical foundations for reasoning about this type of preference structures where no obvious best elements may exist. Concretely, we compare and axiomatize a number of ways in which the concepts of maximality and optimality can be lifted to this general class of preferences. In doing so we expand the scope of the long-standing tradition of the logical analysis of preference

    The Labor of Play: the Political Economy of Computer Game Culture

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    This dissertation questions the relationship between computer game culture and ideologies of neoliberalism and financialization. It questions the role computer games play in cultivating neoliberal practices and how the industry develops games and systems making play and work indistinguishable activities. Chapter 1 examines how computer game inculcate players into neoliberal practice through play. In chapter 2, the project shows Blizzard Entertainment systematically redevelops their games to encourage perpetual play aimed at increasing the consumption of digital commodities and currencies. Chapter 3 considers the role of esports, or professional competitive computer game play, to disperse neoliberal ideologies amongst nonprofessional players. Chapter 4 examines the streaming platform Twitch and the transformation of computer gameplay into a consumable commodity. This chapter examines Twitch’s systems designed at making production and consumption inseparable practices. The dissertation concludes by examining the economic, conceptual, and theoretical collapses threatening game culture and the field of game studies

    Neural Machine Translation for Code Generation

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    Neural machine translation (NMT) methods developed for natural language processing have been shown to be highly successful in automating translation from one natural language to another. Recently, these NMT methods have been adapted to the generation of program code. In NMT for code generation, the task is to generate output source code that satisfies constraints expressed in the input. In the literature, a variety of different input scenarios have been explored, including generating code based on natural language description, lower-level representations such as binary or assembly (neural decompilation), partial representations of source code (code completion and repair), and source code in another language (code translation). In this paper we survey the NMT for code generation literature, cataloging the variety of methods that have been explored according to input and output representations, model architectures, optimization techniques used, data sets, and evaluation methods. We discuss the limitations of existing methods and future research directionsComment: 33 pages, 1 figur

    Artificial intelligence in co-operative games with partial observability

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    This thesis investigates Artificial Intelligence in co-operative games that feature Partial Observability. Most video games feature a combination of both co-operation, as well as Partial Observability. Co-operative games are games that feature a team of at least two agents, that must achieve a shared goal of some kind. Partial Observability is the restriction of how much of an environment that an agent can observe. The research performed in this thesis examines the challenge of creating Artificial Intelligence for co-operative games that feature Partial Observability. The main contributions are that Monte-Carlo Tree Search outperforms Genetic Algorithm based agents in solving co-operative problems without communication, the creation of a co-operative Partial Observability competition promoting Artificial Intelligence research as well as an investigation of the effect of varying Partial Observability to Artificial Intelligence, and finally the creation of a high performing Monte-Carlo Tree Search agent for the game Hanabi that uses agent modelling to rationalise about other players
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