1,272 research outputs found

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    Narrative agency in video games:a case study on how NieR: Automata embraces its medium

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    Abstract. In this thesis I analyze video games as a narrative medium by focusing on the 2017 video game NieR: Automata by director Yoko Taro and development team PlatinumGames. The main argument of the thesis is that for video games should utilize narrative elements that are unique to video games, such as player interaction. Since video game studies is a relatively new field, it does not have an established theoretical framework similar to traditional media such as literature. Therefore, I present and critique historically relevant approaches related to game narratives like narratology and ludology. Ultimately, I will use neither approach since narratology ignores what differentiates video games from traditional media whereas the ludologists’ viewpoint of games not being stories fundamentally goes against the premise of my argument. I will conduct the majority of the analysis by discussing the main story of NieR: Automata from the beginning to the end while highlighting and elaborating on events that provide narrative agency, which I define as moments of gameplay with narrative significance. In addition, I will analyze these events from the perspective of genre to highlight how the video game elements enhance the rhetoric of the story. Throughout the thirty-hour story of NieR: Automata, the player experiences narrative agency by numerous methods. I will argue that the repetition of in-game events without noticeable differences besides character change provides meaningful insight into how the characters are treated without specifically stating it. In addition, while NieR: Automata has few instances of traditional agency, which is characterized as providing the player with the freedom to do meaningful actions, the player can achieve similar feelings of meaningful interaction while telling a scripted narrative with little player influence. Finally, the final ending of NieR: Automata utilizes the game medium in a unique way as the player may sacrifice all their save data to assist other players complete the game. Other media are incapable of implementing similar narrative tools and highlights the influence of narrative agency as the player is willing to forfeit their invested time and saved progress for a narrative statement.Tiivistelmä. Tässä tutkielmassa analysoin videopelejä narratiivisena mediana käsittelemällä vuonna 2017 julkaistua videopeliä NieR: Automata, jonka on ohjannut Yoko Taro ja kehittänyt pelistudio PlatinumGames. Keskeinen argumenttini on, että videopelien pitäisi hyödyntää niille ominaisia narratiivisia elementtejä, kuten pelaajan kanssa tapahtuvaa vuorovaikutusta. Videopelitutkimuksen ollessa suhteellisen uusi tutkimusala, sille ei ole luotuna samanlaista teoreettista taustaa kuin perinteisen median, kuten kirjallisuuden, tutkimukselle. Tämän vuoksi tuon esiin sekä kritisoin historiallisesti merkittäviä lähestymistapoja pelien narratiivien tutkimuksessa, joita ovat esimerkiksi narratologia ja ludologia. En kuitenkaan käytä kumpaakaan lähestymistapaa analyysissani, sillä narratologia jättää huomiotta sen, mikä erottaa videopelit mediana perinteisistä medioista. Ludologian näkökulman mukaan pelit puolestaan eivät ole tarinoita, mikä on perustavanlaatuisesti vastakkainen näkökulma suhteessa tässä tutkielmassa esittämääni argumenttiin. Toteutan suuren osan analyysista keskittymällä NieR:Automatan päätarinaan korostaen ja tarkentaen tapahtumia, jotka tuottavat narratiivista toimijuutta, jonka määrittelen pelissä pelattuna toimintana, jolla on oleellinen merkitys narratiivin kannalta. Analysoin näitä tapahtumia lisäksi genren näkökulmasta korostaakseni sitä, miten videopelien ominaiset elementit tehostavat tarinan retoriikkaa. NieR: Automatan kolmekymmentätuntisen tarinan aikana pelaaja kokee narratiivista toimijuutta monien menetelmien myötä. Väitän, että pelissä toistuvat osuudet, joiden ainoa huomattava ero on pelattavan hahmon vaihtuminen, tarjoavat merkittävän näkökulman hahmojen kuvaamiseen ilman suoraa kuvailua. Vaikka NieR: Automatassa on vain harvoja perinteistä toimijuutta vaativia tilanteita, joille on tyypillistä tarjota pelaajalle vapaus valita narratiivin kannalta merkityksellinen toiminta, pelaaja voi saavuttaa tunteen merkityksellisestä vuorovaikutuksesta samalla kun peli kertoo käsikirjoitetun tarinan, johon pelaajalla on todellisuudessa vähän vaikutusta. Vielä lopuksi, NieR: Automatan lopetus hyödyntää pelimediaa uniikilla tavalla, sillä pelaaja voi uhrata kaiken tallennetun datansa auttaakseen muita pelaajia läpäisemään pelin. Muut mediat eivät ole kykeneviä käyttämään samanlaisia narratiivisia työkaluja, minkä lisäksi lopetus korostaa narratiivisen toimijuuden vaikutusta, jos pelaaja on halukas luopumaan pelaamiseen käyttämästään ajasta ja tallennetusta etenemisestä luodakseen syvemmän merkityksen tarinalle, vaikka se ei hyödytä häntä pelaajana

    SensorCloud: Towards the Interdisciplinary Development of a Trustworthy Platform for Globally Interconnected Sensors and Actuators

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    Although Cloud Computing promises to lower IT costs and increase users' productivity in everyday life, the unattractive aspect of this new technology is that the user no longer owns all the devices which process personal data. To lower scepticism, the project SensorCloud investigates techniques to understand and compensate these adoption barriers in a scenario consisting of cloud applications that utilize sensors and actuators placed in private places. This work provides an interdisciplinary overview of the social and technical core research challenges for the trustworthy integration of sensor and actuator devices with the Cloud Computing paradigm. Most importantly, these challenges include i) ease of development, ii) security and privacy, and iii) social dimensions of a cloud-based system which integrates into private life. When these challenges are tackled in the development of future cloud systems, the attractiveness of new use cases in a sensor-enabled world will considerably be increased for users who currently do not trust the Cloud.Comment: 14 pages, 3 figures, published as technical report of the Department of Computer Science of RWTH Aachen Universit

    Generation of game contents by social media analysis and MAS planning

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    In the age of pervasive computing and social networks, it has become commonplace to retrieve opinions about digital contents in games. In the case of multi-player, open world gaming, in fact even in “old-school” single players games, it is evident the need for adding new features in a game depending on users comments and needs. However this is a challenging task that usually requires considerable design and programming efforts, and more and more patches to games, with the inevitable consequence of loosing interest in the game by players over years. This is particularly a hard problem for all games that do not intend to be designed as interactive novels. Process Content Generation (PCG) of new contents could be a solution to this problem, but usually such techniques are used to design new maps or graphical contents. Here we propose a novel PCG technique able to introduce new contents in games by means of new story-lines and quests. We introduce new intelligent agents and events in the world: their attitudes and behaviors will promote new actions in the game, leading to the involvement of players in new gaming content. The whole methodology is driven by Social Media Analysis contents about the game, and by the use of formal planning techniques based on Multi-Agents modelsPeer ReviewedPostprint (author's final draft

    A Survey on Continuous Time Computations

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    We provide an overview of theories of continuous time computation. These theories allow us to understand both the hardness of questions related to continuous time dynamical systems and the computational power of continuous time analog models. We survey the existing models, summarizing results, and point to relevant references in the literature

    28th International Symposium on Temporal Representation and Reasoning (TIME 2021)

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    The 28th International Symposium on Temporal Representation and Reasoning (TIME 2021) was planned to take place in Klagenfurt, Austria, but had to move to an online conference due to the insecurities and restrictions caused by the pandemic. Since its frst edition in 1994, TIME Symposium is quite unique in the panorama of the scientifc conferences as its main goal is to bring together researchers from distinct research areas involving the management and representation of temporal data as well as the reasoning about temporal aspects of information. Moreover, TIME Symposium aims to bridge theoretical and applied research, as well as to serve as an interdisciplinary forum for exchange among researchers from the areas of artifcial intelligence, database management, logic and verifcation, and beyond

    Exploring resource/performance trade-offs for streaming applications on embedded multiprocessors

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    Embedded system design is challenged by the gap between the ever-increasing customer demands and the limited resource budgets. The tough competition demands ever-shortening time-to-market and product lifecycles. To solve or, at least to alleviate, the aforementioned issues, designers and manufacturers need model-based quantitative analysis techniques for early design-space exploration to study trade-offs of different implementation candidates. Moreover, modern embedded applications, especially the streaming applications addressed in this thesis, face more and more dynamic input contents, and the platforms that they are running on are more flexible and allow runtime configuration. Quantitative analysis techniques for embedded system design have to be able to handle such dynamic adaptable systems. This thesis has the following contributions: - A resource-aware extension to the Synchronous Dataflow (SDF) model of computation. - Trade-off analysis techniques, both in the time-domain and in the iterationdomain (i.e., on an SDF iteration basis), with support for resource sharing. - Bottleneck-driven design-space exploration techniques for resource-aware SDF. - A game-theoretic approach to controller synthesis, guaranteeing performance under dynamic input. As a first contribution, we propose a new model, as an extension of static synchronous dataflow graphs (SDF) that allows the explicit modeling of resources with consistency checking. The model is called resource-aware SDF (RASDF). The extension enables us to investigate resource sharing and to explore different scheduling options (ways to allocate the resources to the different tasks) using state-space exploration techniques. Consistent SDF and RASDF graphs have the property that an execution occurs in so-called iterations. An iteration typically corresponds to the processing of a meaningful piece of data, and it returns the graph to its initial state. On multiprocessor platforms, iterations may be executed in a pipelined fashion, which makes performance analysis challenging. As the second contribution, this thesis develops trade-off analysis techniques for RASDF, both in the time-domain and in the iteration-domain (i.e., on an SDF iteration basis), to dimension resources on platforms. The time-domain analysis allows interleaving of different iterations, but the size of the explored state space grows quickly. The iteration-based technique trades the potential of interleaving of iterations for a compact size of the iteration state space. An efficient bottleneck-driven designspace exploration technique for streaming applications, the third main contribution in this thesis, is derived from analysis of the critical cycle of the state space, to reveal bottleneck resources that are limiting the throughput. All techniques are based on state-based exploration. They enable system designers to tailor their platform to the required applications, based on their own specific performance requirements. Pruning techniques for efficient exploration of the state space have been developed. Pareto dominance in terms of performance and resource usage is used for exact pruning, and approximation techniques are used for heuristic pruning. Finally, the thesis investigates dynamic scheduling techniques to respond to dynamic changes in input streams. The fourth contribution in this thesis is a game-theoretic approach to tackle controller synthesis to select the appropriate schedules in response to dynamic inputs from the environment. The approach transforms the explored iteration state space of a scenario- and resource-aware SDF (SARA SDF) graph to a bipartite game graph, and maps the controller synthesis problem to the problem of finding a winning positional strategy in a classical mean payoff game. A winning strategy of the game can be used to synthesize the controller of schedules for the system that is guaranteed to satisfy the throughput requirement given by the designer

    Modelling and Simulation of the Dopaminergic System in addiction context. The case of Internet addiction

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    This thesis aims to improve theories of how the dopaminergic system works in an addiction context, by making use of modelling and simulation from computer science and different sociological and psychological theories about the addiction problem. The main focus is characterised by the dopamine system, which plays a key role in the brain: it is involved in several fundamental mechanisms (such as for example motivation, decision-making and motor control) and is also associated with particular disorders, as for example schizophrenia, Parkinson’s disease, and principally, with the addiction. The dopamine, in fact, is a neurotransmitter that, as demonstrated also in many different laboratory experiments, is involved in the mechanism of reward system and connected with “the part of brain that establishes communication between past experience and future decision-making”. The first part provides an overview of the main sociological theories on the problem of addiction, focusing on the causes and consequences of this phenomenon has on human behaviour, in particular, the inquiry will move to a new kind of addiction: the Internet and technology

    Quantitative Verification and Synthesis of Attack-Defence Scenarios

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    Attack-defence trees are a powerful technique for formally evaluating attack-defence scenarios. They represent in an intuitive, graphical way the interaction between an attacker and a defender who compete in order to achieve conflicting objectives. We propose a novel framework for the formal analysis of quantitative properties of complex attack-defence scenarios, using an extension of attack-defence trees which models temporal ordering of actions and allows explicit dependencies in the strategies adopted by attackers and defenders. We adopt a game-theoretic approach, translating attack-defence trees to two-player stochastic games, and then employ probabilistic model checking techniques to formally analyse these models. This provides a means to both verify formally specified security properties of the attack-defence scenarios and, dually, to synthesise strategies for attackers or defenders which guarantee or optimise some quantitative property, such as the probability of a successful attack, the expected cost incurred, or some multi-objective trade-off between the two. We implement our approach, building upon the PRISM-games model checker, and apply it to a case study of an RFID goods management system
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