7 research outputs found

    CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis

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    We propose and evaluate a new technique for learning hybrid automata automatically by observing the runtime behavior of a dynamical system. Working from a sequence of continuous state values and predicates about the environment, CHARDA recovers the distinct dynamic modes, learns a model for each mode from a given set of templates, and postulates causal guard conditions which trigger transitions between modes. Our main contribution is the use of information-theoretic measures (1)~as a cost function for data segmentation and model selection to penalize over-fitting and (2)~to determine the likely causes of each transition. CHARDA is easily extended with different classes of model templates, fitting methods, or predicates. In our experiments on a complex videogame character, CHARDA successfully discovers a reasonable over-approximation of the character's true behaviors. Our results also compare favorably against recent work in automatically learning probabilistic timed automata in an aircraft domain: CHARDA exactly learns the modes of these simpler automata.Comment: 7 pages, 2 figures. Accepted for IJCAI 201

    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

    Real game worlds: the emotional reality of fictional worlds.

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    There are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical and/or competitive play. This is a discussion of how far virtual ethnography can take the researcher in understanding game worlds. To explore this, this article will address play, game worlds and transmediality, as well as discuss methods. I will look to Lisbeth Klastrup and Susana Tosca to discuss story worlds, as well as to discussions led by Celia Pearce, Tom Boellstorff and T. L. Taylor (among others) to discuss ethnography in games and virtual ethnographiesThere are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical and/or competitive play. This is a discussion of how far virtual ethnography can take the researcher in understanding game worlds. To explore this, this article will address play, game worlds and transmediality, as well as discuss methods. I will look to Lisbeth Klastrup and Susana Tosca to discuss story worlds, as well as to discussions led by Celia Pearce, Tom Boellstorff and T. L. Taylor (among others) to discuss ethnography in games and virtual ethnographies

    Designing Game Feel: A Survey

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    The Game Situation:An object-based game analysis framework

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    Designing Tools for the Invisible Art of Game Feel

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