47 research outputs found
Automatic Mapping of NES Games with Mappy
Game maps are useful for human players, general-game-playing agents, and
data-driven procedural content generation. These maps are generally made by
hand-assembling manually-created screenshots of game levels. Besides being
tedious and error-prone, this approach requires additional effort for each new
game and level to be mapped. The results can still be hard for humans or
computational systems to make use of, privileging visual appearance over
semantic information. We describe a software system, Mappy, that produces a
good approximation of a linked map of rooms given a Nintendo Entertainment
System game program and a sequence of button inputs exploring its world. In
addition to visual maps, Mappy outputs grids of tiles (and how they change over
time), positions of non-tile objects, clusters of similar rooms that might in
fact be the same room, and a set of links between these rooms. We believe this
is a necessary step towards developing larger corpora of high-quality
semantically-annotated maps for PCG via machine learning and other
applications.Comment: 9 pages, 7 figures. Appearing at Procedural Content Generation
Workshop 201
The computational therapeutic: exploring Weizenbaum's ELIZA as a history of the present
This paper explores the history of ELIZA, a computer programme approximating a Rogerian therapist, developed by Jospeh Weizenbaum at MIT in the 1970s, as an early AI experiment. ELIZA’s reception provoked Weizenbaum to re-appraise the relationship between ‘computer power and human reason’ and to attack the ‘powerful delusional thinking’ about computers and their intelligence that he understood to be widespread in the general public and also amongst experts. The root issue for Weizenbaum was whether human thought could be ‘entirely computable’ (reducible to logical formalism). This also provoked him to re-consider the nature of machine intelligence and to question the instantiation of its logics in the social world, which would come to operate, he said, as a ‘slow acting poison’. Exploring Weizenbaum’s 20th Century apostasy, in the light of ELIZA, illustrates ways in which contemporary anxieties and debates over machine smartness connect to earlier formations. In particular, this article argues that it is in its designation as a computational therapist that ELIZA is most significant today. ELIZA points towards a form of human–machine relationship now pervasive, a precursor of the ‘machinic therapeutic’ condition we find ourselves in, and thus speaks very directly to questions concerning modulation, autonomy, and the new behaviorism that are currently arising
Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games
The nascent growth of videogames has led to great leaps in technical understanding in how to create a functional and entertaining play experience. However, the complex, mixed-affect, eudaimonic entertainment experience that is possible when playing a video game—how it is formed, how it is experienced and how to design for it, has been investigated far less than hedonistic emotional experiences focusing on fun, challenge and ‘enjoyment.’ Participants volunteered to be interviewed about their mixed-affect emotional experiences of playing avant-garde videogames. New conceptions of agency emerged (Actual, Interpretive, Fictional, Mechanical) from the analysis of transcripts and were used to produce a framework of four categories of agency. This new framework offers designers and researchers the extra nuance in conversations around agency, and contributes to the discussion of how we can design video games that allow for complex, reflective, eudaimonic emotional experiences
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Defining operational logics
Much analysis of games focuses, understandably, on their mechanics and the resulting audience experiences. Similarly, many genres of games are understood at the level of mechanics. But there is also the persistent sense that a deeper level of analysis would be useful, and a number of proposals have been made that attempt to look toward a level that undergirds mechanics. This paper focuses on a particular approach of this sort-operational logics-first proposed by Noah Wardrip-Fruin (2005) and since then discussed by authors such as Michael Mateas (2006) and Ian Bogost (2007). Operational logics connect fundamental abstract operations, which determine the state evolution of a system, with how they are understood at a human level. In this paper we expand on the concept of operational logics, offering a more detailed and rigorous discussion than provided in earlier accounts, setting the stage for more effective future use of logics as an analytical tool. In particular, we clarify that an operational logic defines an authoring (representational) strategy, supported byabstract operational logics*mechanics*code studies*unit operations*software studies abstract processes or lower-level logics, for specifying the behaviors a system must exhibit in order to be understood as representing a specified domain to a specified audience. We provide detailed discussion of graphical and resource management logics, as well as explaining problems with certain earlier expansions of the term (e.g., to file handling and interactive fiction's riddles). © 2009 Authors & Digital Games Research Association (DiGRA)
Recommended from our members
Defining operational logics
Much analysis of games focuses, understandably, on their mechanics and the resulting audience experiences. Similarly, many genres of games are understood at the level of mechanics. But there is also the persistent sense that a deeper level of analysis would be useful, and a number of proposals have been made that attempt to look toward a level that undergirds mechanics. This paper focuses on a particular approach of this sort-operational logics-first proposed by Noah Wardrip-Fruin (2005) and since then discussed by authors such as Michael Mateas (2006) and Ian Bogost (2007). Operational logics connect fundamental abstract operations, which determine the state evolution of a system, with how they are understood at a human level. In this paper we expand on the concept of operational logics, offering a more detailed and rigorous discussion than provided in earlier accounts, setting the stage for more effective future use of logics as an analytical tool. In particular, we clarify that an operational logic defines an authoring (representational) strategy, supported byabstract operational logics*mechanics*code studies*unit operations*software studies abstract processes or lower-level logics, for specifying the behaviors a system must exhibit in order to be understood as representing a specified domain to a specified audience. We provide detailed discussion of graphical and resource management logics, as well as explaining problems with certain earlier expansions of the term (e.g., to file handling and interactive fiction's riddles). © 2009 Authors & Digital Games Research Association (DiGRA)