2,565 research outputs found

    Lateral Zone: A Progressive Rhythm Action Game

    Get PDF
    This project aims to develop a video game that combines traditional gameplay with progressive music rhythm. In the current video game industry, there are plenty of games that introduce musical elements into traditional gameplay. However, in the majority of those games, it is only achieved in a very basic way, resulting in the music aspect of the game being superficial. This project aims to develop a video game, titled Lateral Zone, that on top of traditional game play, challenges player with complex rhythmic pattern, requiring the player match their inputs with the rhythm of the background music, thus rewards the player with higher capacity for correctly repeating the rhythm. This project includes an original soundtrack with progressive metal-core elements, which is characterized with its complex rhythmic pattern. This project’s aim is to achieve the perfect balance between traditional gameplay and music, and inspire a new sub-genre in music games.https://remix.berklee.edu/graduate-studies-production-technology/1296/thumbnail.jp

    Fuzzy Logic Implementation on Enemy Speed Control to Raise Player Engagement

    Full text link
    Shoot em' up game is the sub-genre of action game. Action game is attractive because the game play usually use the interesting user interface and easily affect human emotion. With the aim to eliminate all the enemy, this kind of game will be boredom the player if the enemy behavior are monotones. This game needs a controller to add dynamic system into the enemy such as the artificial intelligence. Therefore, this paper proposes Fuzzy Takagi Sugeno method that will take several input and give the response as the output. So, the game will manipulate the enemy behavior that make the game more challenging and interesting to be played

    Comparing dynamitic difficulty adjustment and improvement in action game

    Get PDF
    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Master ResearchDesigning a game difficulty is one of the key things as a game designer. Player will be feeling boring when the game designer makes the game too easy or too hard. In the past decades, most of single player games can allow players to choose the game difficulty either easy, normal or hard which define the overall game difficulty. In action game, these options are lack of flexibility and they are unsuitable to the player skill to meet the game difficulty. By using Dynamic Difficulty Adjustment (DDA), it can change the game difficulty in real time and it can match different player skills. In this paper, the final goal is the comparison of the three DDA systems in action game and apply an improved DDA. In order to apply a new improved DDA, this thesis will evaluate three chosen DDA systems with chosen action decision based AI for action game. A new DDA measurement formula is applied to the comparing section

    Perancangan dan Pembuatan Aplikasi Permainan Petualangan "Gatotkaca Dalam Perang Baratayuda"

    Get PDF
    Gatotkaca merupakan salah satu tokoh pewayangan yang sangat populer di Indonesia. Game atau yang biasa disebut permainan merupakan aktivitas terstruktur atau semi terstruktur yang biasanya bertujuan untuk menghibur. Dengan memanfaatkan media permainan untuk mengenalkan sejarah pewayangan, menjadi tujuan utama penulis dalam melestarikan budaya Indonesia. Pengembangan permainan ini akan menggunakan framework starling, dengan hasil berupa aplikasi yang dapat dimainkan melalui web dan mobile phone (android & i-phone). Aplikasi permainan ini merupakan penggabungan antara visual novel game dan action game. Melalui visual novel game pemain dapat mengenal sejarah gatotkaca dalam perang Baratayuda. Sedangkan dari action game pemain dihibur dengan beberapa pola permain yang beragam

    Analyzing Action Game Players\u27 Performance During Distracted Driving

    Get PDF
    Driving is a complex task that is highly reliant on attention. Research states that distractions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on labbased tests of visual and cognitive abilities. However, research also exists that is contrary to these findings. Some researchers suggest that methodological deficiencies could be the cause of the significant findings in the literature. With such fervor of debate on the subject, the question remains of whether players acquire skills through playing action video games and if so can these games be used as research or training tools to enhance performance on realistic tasks. To answer this question, 45 male participants were tested using psychometric measures of spatial ability (Spatial orientation and visualization) and failures of attention (Cognitive Failures Questionnaire), and then all participants drove four 10-minute drives in a driving simulator. The first drive was a practice, followed by a control drive. Participants were then distracted using a hands free phone conversation. Following that, participants completed a final control drive. Both overall video game experience and action video game experience was positively related to higher spatial ability scores. Additionally, participants with higher action game experience exhibited fewer lane deviations during driving overall, but not during the distraction condition. On the other hand, participants with higher spatial ability scores exhibited fewer lane deviations during the distraction condition, but not during the control drives. Furthermore, action video game experience was not significant on the Cognitive Failures Questionnaire. Therefore, it was concluded that individuals who have higher action game experience do not show improvements on any iv abilities of attention tested in this study. However, higher experience action video game players may perform better in simulated environments than those with less experience

    Perancangan Dan Pembuatan Action Game Dengan Artificial Intelligence Dan Machine Learning

    Full text link
    Playing games is a way for someone to relieve their stress. However, based on reality, most people are easily to get bored after playing several rounds of game. To overcome this problem, this thesis will create a game where the enemy can give fast respons when fighting the player and may develop the AI's capabilities.The genre of this game is action. The AI in this game will use two methods: fuzzy state machine and machine learning. Fuzzy state machine is a method to choose the best response towards the enemy. Machine learning is used to update the active file rules of the enemy.The result from this experiment stated that action game with fuzzy state machine and machine learning can make the enemy to give better respons after being played by the player

    Pembuatan Survival Action Game Dengan Non-Player Character Berbasis Neural Network

    Full text link
    Game is a multi media application that need some main parts such as, goal, challenge and game play or usually has been know as rules in a game.Survival action game will apply real time system in its game play. Real time game usually needs fast decision making method for artificial intelligence, so it can\u27t interrupt any system in the game.Backpropagation is one of the fastest method that can be used to process data for decision making. Backpropagation method can use data training transformation feature so outputs from backpropagate calculation can be different than before. In its application, backpropagation needs to applying winner-take-all architecture so backpropagation system, can run the training process nicely.Based on testing result, backpropagation system can be applied in real time game and data training addition feature can gives the transformation for making decision that can be different than before

    The relationship between collective action and intensification of livestock production: the case of Northeastern Burkina Faso

    Get PDF
    In this paper, we develop a simple game-theoretic model to explore the relationship between management of common pool resources used as an input in livestock production (common pastures) and the adoption of inputs associated with intensified per animal production (veterinary services, purchased fodder, feed concentrates, etc.). Theoretically, it is shown that better managed pastures should lead to increased adoption of complementary inputs but decrease adoption of substitute inputs; impacts on stock levels, however, are ambiguous. An empirical model is developed and applied to data collected in northeast Burkina Faso in 2000 and 2002. Results indicate that better managed pastures, proxied by community-level cooperative capacity indices, are indeed associated with lower purchases of substitute goods, e.g. purchases of low-value feeds and greater purchases of complementary inputs, e.g. high-quality feeds. However, purchase of vaccines, likely to be a compliment in livestock production, is not associated with cooperative capacity.Collective action, game theory, common property, Capacity,
    • …
    corecore