16 research outputs found

    Fifth Aeon – A.I Competition and Balancer

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    Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do not upset the balance of an existing collectible card game. The submissions to the A.I competition include one that plays substantially better than the existing Fifth Aeon A.I with a higher winrate across multiple game formats. The balancer system also demonstrates an ability to automatically balance several types of cards against a wide variety of parameters. These results help pave the way to cheaper CCG development with more compelling A.I opponents

    The frequency of falls in children judo training

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    Purpose: Falling techniques are inseparable part of youth judo training. Falling techniques are related to avoiding injuries exercises (Nauta et al., 2013). There is not good evidence about the ratio of falling during the training in children. Methods: 26 children (age 8.88±1.88) were video recorded on ten training sessions for further indirect observation and performance analysis. Results: Research protocol consisted from recording falls and falling techniques (Reguli et al., 2015) in warming up, combat games, falling techniques, throwing techniques and free fighting (randori) part of the training session. While children were taught almost exclusively forward slapping roll, backward slapping roll and sideward direct slapping fall, in other parts of training also other types of falling, as forward fall on knees, naturally occurred. Conclusions: Judo coaches should stress also on teaching unorthodox falls adding to standard judo curriculum (Koshida et al., 2014). Various falling games to teach children safe falling in different conditions should be incorporated into judo training. Further research to gain more data from groups of different age in various combat and non-combat sports is needed

    Fear of crime and victimization among the elderly participating in the self-defence course

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    Purpose. Self-defence training could enhance seniorsÂŽ defensive skills and fitness. There is lack of evidence about fear and concerns of seniors participating in the self-defence course. Methods. 18 elderly persons (16 female, 1 male; age 66.2, SD=5.86) participated in the self-defence course lasting 8 training units (each unit 60 minutes). Standardized tool for fear of crime and victimization analysis previously used in Euro-Justis project in the Czech Republic (2011) was used in pretest and posttest. Results. We explored the highest fear of crime by participants in their residence area after dark (mean=2,77; median=3; SD=0,80), lower fear at the night in their homes (mean=2,29; median=2; SD=0,75) and in their residence area at the daytime (mean=2,00; median=2; SD=0,77) at the beginning of the course. We noticed certain decrease of fear of crime after the intervention. Participant were less afraid of crime in their residence area after dark (mean=2,38; median=2; SD=0,77), they felt lower fear of crime at the night in their homes (mean=2,00; median=2; SD=0,48) and in their residence area at the daytime (mean=1,82; median=2; SD=0,63). Conclusions. The approach to self-defence teaching for elderly should be focused not just on the motor development, but also on their emotional state, fear of crime, perception of dangerousness of diverse situations and total wellbeing. Fear of crime analysis can contribute to create tailor made structure of the self-defence course for specific groups of citizens

    Framing Strategies in Role-Playing Games. 'My Pleasure': Toward a Poetics of Framing in Tabletop Role-playing Games

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    The dissertation discusses the use and impact of “literary” framing (as by Werner Wolf) in generating and negotiating fictional spaces, narratives and meanings within the medium of tabletop role-playing games (TRPGs). In a second step, the text describes some of the specific and most salient framing features and strategies used by players during game sessions. By analyzing these through actual gameplay it is possible to identify the ‘transceptional’ border (Bunia) between reality and fiction to be the constitutive moment of role-play where players are both aware of, and immersed in, the fiction they collaboratively construct. Finally, the dissertation adapts Wolf’s theoretical framework in order to discuss and analyze the often overlooked category of “storytelling” TRPGs - one that, as the text argues, rather than focusing on narrative as such, aims at creating gameplay texts with heightened aesthetic and literary value while also enabling players to experience particular forms of immersion and deep emotional involvement. In the conclusion, the dissertation proposes re-conceptualizing literary framing as a defining characteristic of the fictional practice in general across media. In this regard, the dissertation argues, TRPGs reveal how framings are used and adapted in order to enable a specific mode of human interaction which is based on the figuration of emotional complexes via fictional “masks.

    Machine Learning Algorithms for Smart Electricity Markets

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    __Abstract__ The shift towards sustainable electricity systems is one of the grand challenges of the twenty-first century. Decentralized production from renewable sources, electric mobility, and related advances are at odds with traditional power systems where central large-scale generation of electricity follows inelastic consumer demand. Smart Markets and intelligent Information Systems (IS) could alleviate these issues by providing new forms of coordination that leverage real-time consumption information and prices to incentivize behaviors that remain within the grid's operational bounds. However, the best design for these artifacts, and the societal implications of different design choices is largely unclear. This dissertation makes three contributions to the debate. First, we propose and study a design for Brokers, a novel type of IS for autonomous intermediation in retail electricity markets. Second, we propose a probabilistic model for representing customer preferences within intelligent IS, and we study its performance in electricity tariff and other choice tasks. And third, we propose and study Competitive Benchmarking, a novel research method for effective IS artifact design in complex environments like Smart Grids where the social cost of failure is prohibitive. Our results provide guidance on IS design choices for sustainable electricity systems, and they highlight their potential societal positives and negatives

    The 7th International Paderborn Computer-Chess Championship

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    Unmet goals of tracking: within-track heterogeneity of students' expectations for

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    Educational systems are often characterized by some form(s) of ability grouping, like tracking. Although substantial variation in the implementation of these practices exists, it is always the aim to improve teaching efficiency by creating homogeneous groups of students in terms of capabilities and performances as well as expected pathways. If students’ expected pathways (university, graduate school, or working) are in line with the goals of tracking, one might presume that these expectations are rather homogeneous within tracks and heterogeneous between tracks. In Flanders (the northern region of Belgium), the educational system consists of four tracks. Many students start out in the most prestigious, academic track. If they fail to gain the necessary credentials, they move to the less esteemed technical and vocational tracks. Therefore, the educational system has been called a 'cascade system'. We presume that this cascade system creates homogeneous expectations in the academic track, though heterogeneous expectations in the technical and vocational tracks. We use data from the International Study of City Youth (ISCY), gathered during the 2013-2014 school year from 2354 pupils of the tenth grade across 30 secondary schools in the city of Ghent, Flanders. Preliminary results suggest that the technical and vocational tracks show more heterogeneity in student’s expectations than the academic track. If tracking does not fulfill the desired goals in some tracks, tracking practices should be questioned as tracking occurs along social and ethnic lines, causing social inequality
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