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Open Thesis Final.Pdf
The Pennsylvania State University The Graduate School College of Communications EVALUATIO OF FOSS VIDEO GAMES I COMPARISO TO THEIR COMMERCIAL COUTERPARTS A Thesis in Media Studies By Jesse A. Clark © 2008 Jesse A. Clark Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts August 2008 ii The thesis of Jesse A. Clark was reviewed and approved* by the following:: John Nichols Professor of Communications Associate Dean for Graduate Studies and Research Matt Jackson Associate Professor of Communications Head of Department of Telecommunications Thesis Advisor Robert Frieden Professor; Pioneers Chair in Telecommunications Ronald Bettig Associate Professor of Communications *Signatures are on file in the Graduate School. iii Abstract The topic of copyrights and copyright law is a crucial component in understanding today's media landscape. The purpose for having a copyright system as outlined in the U.S. Constitution is to provide content creators with an incentive to create. The copyright system allows revenue to be generated through sales of copies of works; thus allowing for works to be created which otherwise would not be created. Yet it is entirely possible that not all large creative projects require the same legal framework as an incentive. The so called “copyleft” movement (which will be defined and explained in depth later) offers an alternative to the industrial mode of cultural production. Superficially, “copylefted” works can be divided into two broad categories: artistic/creative works (which are often protected by “Creative Commons” licenses), and Free/Open Source Software. This thesis evaluates how open source video games compare to their commercial counterparts and discusses the reasons for any difference in overall quality. -
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JOURNAL FOR TRANSCULTURAL PRESENCES & DIACHRONIC IDENTITIES FROM ANTIQUITY TO DATE THERSITES 7/2018 www.thersites.uni-mainz.de CHRISTIAN ROLLINGER (Universität Trier) Battling the Gods An Interview with the Creators of “Apotheon” (2015): Jesse McGibney (Creative Director), Maciej Paprocki (Classical Scholar), Marios Aristopoulos (Composer) in: thersites 7 (2018), 11-29. KEYWORDS Game Studies, Game design, Ancient Mythology, Music design Christian Rollinger Introduction In 2015, Alientrap Games, a small, independent game studio based in To- ronto, released the video game Apotheon for Windows/PC, Mac OS X, Linux, and PlayStation 4. Apotheon is a visually striking side-scrolling ac- tion-adventure game, in which the player takes on the role of an ancient Greek hero fighting against Olympian deities.1 As Nikandreos, his mission is to wrest divine powers from the Gods, in the process becoming a deity himself. The game has received generally favourable reviews and holds an aggregated Metacritic score of 78/100.2 Reviews have lauded the game for its ‘old school’ appeal, being a classic scrolling action title in a time that almost exclusively focuses on 3D action games in the God of War vein.3 While reviews of the game were not universally favourable, with some crit- icising the game’s inventory system and combat modes,4 the distinctive graphics, inspired by Greek vase paintings, and soundtrack have garnered widespread applause, and reviewers praise the game’s “stunning look and feel”5, stating that playing Apotheon “is like being an archaeologist explor- ing and unearthing the mysteries of an unknown world. […] Like the ochre- stained walls of an Athenian temple circa 500 BC, Apotheon’s characters are little more than black silhouettes.”6 1 http://www.alientrap.com/presskit/sheet.php?p=apotheon (accessed 18.09.2018). -
Modified Fast Inverse Square Root and Square Root Approximation
computation Article Modified Fast Inverse Square Root and Square Root Approximation Algorithms: The Method of Switching Magic Constants Leonid V. Moroz 1, Volodymyr V. Samotyy 2,3,* and Oleh Y. Horyachyy 1 1 Information Technologies Security Department, Lviv Polytechnic National University, 79013 Lviv, Ukraine; [email protected] (L.V.M.); [email protected] (O.Y.H.) 2 Automation and Information Technologies Department, Cracow University of Technology, 31155 Cracow, Poland 3 Information Security Management Department, Lviv State University of Life Safety, 79007 Lviv, Ukraine * Correspondence: [email protected] Abstract: Many low-cost platforms that support floating-point arithmetic, such as microcontrollers and field-programmable gate arrays, do not include fast hardware or software methods for calculating the square root and/or reciprocal square root. Typically, such functions are implemented using direct lookup tables or polynomial approximations, with a subsequent application of the Newton– Raphson method. Other, more complex solutions include high-radix digit-recurrence and bipartite or multipartite table-based methods. In contrast, this article proposes a simple modification of the fast inverse square root method that has high accuracy and relatively low latency. Algorithms are given in C/C++ for single- and double-precision numbers in the IEEE 754 format for both square root and reciprocal square root functions. These are based on the switching of magic constants in the Citation: Moroz, L.V.; Samotyy, V.V.; initial approximation, depending on the input interval of the normalized floating-point numbers, in Horyachyy, O.Y. Modified Fast order to minimize the maximum relative error on each subinterval after the first iteration—giving Inverse Square Root and Square Root 13 correct bits of the result. -
December 2010 VOLUME 35 NUMBER 6
December 2010 VOLUME 35 NUMBER 6 OPINION Musings 2 RikR FaR ow SECURITY Introducing Capsicum: Practical Capabilities for UNIX 7 Robe Rt N.M. watsoN, JoNathaN THE USENIX MAGAZINE aNdeRsoN, beN LauRie, aNd kRis keNNaway The Nocebo Effect on the Web: An Analysis of Fake Anti-Virus Distribution 18 Moheeb abu Ra Jab, Lucas baLLaRd, PaNayiotis MavRoMMatis, NieLs PRovos, aNd XiN Zhao Vulnerable Compliance 26 d aN GeeR Overcoming an Untrusted Computing Base: Detecting and Removing Malicious Hardware Automatically 31 Matthew hicks, MuRPh FiNNicuM, saMueL t. kiNG, MiLo M.k. MaRtiN, aNd JoNathaN M. sMith C OLUMNS Practical Perl Tools: Family Man 42 d avid N. bLaNk-edeLMaN Pete’s All Things Sun: Comparing Solaris to RedHat Enterprise and AIX 48 Petee R ba R GaLviN iVoyeur: Ganglia on the Brain 54 d ave JosePhseN /dev/random 58 Robe Rt G. Fe RReLL BOEO K reVI WS Book Reviews 60 El iZabeth Zwicky et a L. useni X NOTES Thankso t Our Volunteers 64 Ell u ie yo ng CN O FERENCES 19th USENIX Security Symposium Reports 67 Report on the 5th USENIX Workshop on Hot Topics in Security 97 Report on the 1st USENIX Workshop on Health Security and Privacy 103 Report on the 4th USENIX Workshop on Offensive Technologies 112 Report on the New Security Paradigms Workshop 117 The Advanced Computing Systems Association dec10covers.indd 1 11.17.10 1:28 PM Upcoming Events 9th USENIX CoNfErence oN fIlE aNd StoragE 2011 USENIX fEdEratEd CoNfErences Week techNologies (FASt ’11) j une 12–17, 2011, portland, OR, uSa Sponsored by USENIX in cooperation with ACM SIGOPS EventS inclUdE: -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Survey of the Fast Computation of the Reciprocal Square Root Through Integer Operations on Floating-Point Values
Survey of the Fast Computation of the Reciprocal Square Root through Integer Operations on Floating-Point Values Thomas Nelson University of Massachusetts Lowell Published July 27, 2017 Abstract Finding a value's reciprocal square root has many uses in vector-based calculations, but arithmetic calculations of finding a square root and performing division are too computationally expensive for typical large-scale real-time performance constraints. This survey examines the \Fast Inverse Square Root" algorithm and explores the techniques of its implementation through examination of the Newton-Raphson Method of Approximation and the magic-number 0x5f3759df which allow for the reciprocal square root to be calculated with only multiplication and subtraction operations. 1 Overview p1 The reciprocal of the square root of a value, x , also called the \inverse square root" is necessary for vector calculations which are instrumental in common 3D-rendering applications. Due to the time-sensitive nature of these applications, there has been a great deal of development over the past 20 years in providing fast approximations of this reciprocal value. While hardware manufacturers began including instruction-set level methods of performing this calculation in 1999, it has taken some time for these to become widespread in end-user machines [5]. An algorithm to quickly find this reciprocal, known as the \Fast Inverse Square Root" algorithm, was popularized and publicized in the late 90s as a general-use solution. 1 Fast Computation of the Reciprocal Square Root THE ALGORITHM This survey explores this \Fast Inverse Square Root" algorithm in detail, providing a full examination of the mathematical formula it employs as well as a derivation of the notorious magic number 0x5f3759df found therein. -
Elementary Functions and Approximate Computing Jean-Michel Muller
Elementary Functions and Approximate Computing Jean-Michel Muller To cite this version: Jean-Michel Muller. Elementary Functions and Approximate Computing. Proceedings of the IEEE, Institute of Electrical and Electronics Engineers, 2020, 108 (12), pp.1558-2256. 10.1109/JPROC.2020.2991885. hal-02517784v2 HAL Id: hal-02517784 https://hal.archives-ouvertes.fr/hal-02517784v2 Submitted on 29 Apr 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. 1 Elementary Functions and Approximate Computing Jean-Michel Muller** Univ Lyon, CNRS, ENS de Lyon, Inria, Université Claude Bernard Lyon 1, LIP UMR 5668, F-69007 Lyon, France Abstract—We review some of the classical methods used for consequence of that nonlinearity is that a small input error quickly obtaining low-precision approximations to the elementary can sometimes imply a large output error. Hence a very careful functions. Then, for each of the three main classes of elementary error control is necessary, especially when approximations are function algorithms (shift-and-add algorithms, polynomial or rational approximations, table-based methods) and for the ad- cascaded: approximate computing cannot be quick and dirty y y log (x) ditional, specific to approximate computing, “bit-manipulation” computing. -
PAPPNASE + We Believe In
+++++ Kürzeste und längste MV im selben (Uni)Jahr +++ Tschechisch für Anfänger im oVIS +++ FERIEE...ähh LERNPHASEEEEEE PAPPNASE + We believe in www.visionen.ethz.ch Ausgabe 03 / Juni 2018 Mobilität Magazin des Vereins der Informatik Stu die r enden an der ETH Zürich (VIS) Open Systems gehört mit seinen Mission Control Security Services im Bereich IT- Sicherheit zu den europaweit anerkannten Anbietern. Wir arbeiten von Zürich und Sydney aus in einem dynamischen Umfeld in über 180 Ländern. Bei uns kannst Du Dein Wissen in einem jungen Team in die Praxis umsetzen und rasch Verantwortung übernehmen. Infos über Einstiegs- und Karrieremöglichkeiten sowie Videos findest Du auf unserer Website. www.open.ch 3 Editorial Liebe Leserinnen und Leser Dies wird wohl mein letztes Editorial sein. Das Ende meines Bachelors nähert sich in grossen Schritten und im nächsten Semster werde ich zumindest vor- übergehend nicht mehr durch die Gänge des CABs wandeln, da ich ein Prak- tikum mache. Im Moment scheint generell alles in Bewegung zu sein. Hörte sich die Idee einer VISCON für mich vor einigen Monaten noch nach einer grossen Schnaps- idee an, wird sie im Oktober Realität. Max schwört euch mit einem Artikel auf den Event ein. Ebenfalls hat Max einen Bericht über den Mitgliederrat des VSETH geschrieben. Wer sich für dessen Verbandspolitik interessiert und wis- sen möchte, warum der AMIV der einzige Fachverein ist, der sich "für die Anlie- gen der Studierenden einsetzt", dem sei dieser Artikel ans Herz gelegt. Vorher kommt aber noch der Sommer, der während des ETH-Studiums nicht nur Freude bereithält, schliesslich sollte man noch lernen. -
Logic Programming in Non-Conventional Environments
Logic Programming in non-conventional environments Stefano Germano Nov 2014 – Oct 2017 Version: 2.0 Department of Mathematics and Computer Science Doctoral Degree in Mathematics and Computer Science XXX Cycle – S.S.D. INF/01 Doctoral Thesis Logic Programming in non-conventional environments Stefano Germano Coordinator Prof. Nicola Leone Supervisor Prof. Giovambattista Ianni Nov 2014 – Oct 2017 This work is licensed under a Creative Commons ‘Attribution 4.0 International’ licence. Stefano Germano Logic Programming in non-conventional environments Doctoral Thesis, Nov 2014 – Oct 2017 Coordinator of the Doctoral Programme: Prof. Nicola Leone Supervisor: Prof. Giovambattista Ianni University of Calabria Doctoral Degree in Mathematics and Computer Science Department of Mathematics and Computer Science Via Pietro Bucci – I-87036 Arcavacata di Rende, CS – Italy Abstract Logic Programming became a very useful paradigm in many different areas and thus several languages (and solvers) have been created to support various kinds of reasoning tasks. However, in the last decades, thanks also to results in the Com- putational Complexity area, the weaknesses and the limits of this formalism have been revealed. Therefore, we decided to study solutions that would allow the use of the Logic Programming paradigm in contexts, such as Stream Reasoning, Big Data or Games’ AI, that have very specific constraints that make the practical use of logic- based formalisms not so straightforward. Logic Programming is best used for problems where a properly defined search space can be identified and has to be explored in full. For this reason, almost all the approaches that have been tried so far, have focused on problems where the amount of input data is not huge and is stored in a few well-defined sources, which are often completely available at the beginning of the computation. -
OMC | Data Export
Nanci Santos, "Entry on: Apotheon by Marios Aristopoulos, Jesse McGibney, Maciej Paprocki, Lee Vermeulen", peer-reviewed by Susan Deacy and Elżbieta Olechowska. Our Mythical Childhood Survey (Warsaw: University of Warsaw, 2018). Link: http://omc.obta.al.uw.edu.pl/myth-survey/item/173. Entry version as of September 28, 2021. Marios Aristopoulos , Jesse McGibney , Maciej Paprocki , Lee Vermeulen Apotheon Canada (2015) TAGS: Acheron (River) Aesop’s Fables Aphrodite Apollo Ares Argonauts Artemis Athena/ Athene Atlantis Bacchus Black Figure Pottery Charon Chimaera Cocytus (River) Cyclops / Cyclopes Daphne Demeter Dionysus Greek music Greek mythology Hades Hephaestus Hera Heracles / Herakles Heraclitus (of Ephesus) Hermes Homer Hydra Iliad Immortality Kastor Labyrinth Lethe (River) Midas Mythology Nymphs Odyssey Olympus Persephone Phlegethon (River) Poseidon Satyrs Statues Styx Thetis Trident Tyrants Underworld Zeus Zeus' Throne Copyright belongs to Alientrap. General information Title of the work Apotheon Studio/Production Company Alientrap Country of the First Edition Canada Country/countries of Worldwide popularity Original Language English First Edition Date 2015 First Edition Details February 3, 2015 Platform Steam, PlayStation 4 Official Website apotheongame.com (accessed: August 13, 2018). Available Onllne Trailer: youtube.com (accessed: August 13, 2018). 1 This Project has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 Research and Innovation Programme under grant agreement No 681202, Our Mythical Childhood... The Reception of Classical Antiquity in Children’s and Young Adults’ Culture in Response to Regional and Global Challenges, ERC Consolidator Grant (2016–2021), led by Prof. Katarzyna Marciniak, Faculty of “Artes Liberales” of the University of Warsaw. Nanci Santos, "Entry on: Apotheon by Marios Aristopoulos, Jesse McGibney, Maciej Paprocki, Lee Vermeulen", peer-reviewed by Susan Deacy and Elżbieta Olechowska. -
Nerves of Iron Alumni Ironmen and Women
SPRING 2012 Nerves of Iron Alumni Ironmen and Women The Science of Suds Gaming Goes Global Bill Waiser on the Chilkoot Trail live & learn Centre for Continuing & Distance Education Brad started his career in the heart of Canada’s Parliament and now works for the Associate Vice- President, Information and Communications Technology. In his spare time, you’ll find him waxing show cars. He recently took our Business Writing and Grammar Workout to help polish his skills outside the garage. Brad Flavell 2007: BA History & Philosophy (U of S) 2006-07: VP Academic (USSU) 2004-06: Member of Student Council (Arts & Science Students’ Union) Each year, many University of Saskatchewan alumni, like Brad, take CCDE classes. Whether you want to enhance your career or explore your creativity, our programs are flexible—allowing you to maintain life-balance as you fulfil your educational goals. Work toward your certificate or degree from anywhere in the world. Learn a new language or take courses for personal interest and professional development. We have programs for everyone from all walks of life—from birth to seniors. To learn more visit ccde.usask.ca or call 306.966.5539. ccde.usask.ca CCDE-MISC-11052-DIVERTAS.indd 1 11-11-30 1:32 PM SPRING 2012 | CONTENTS inside this issue 12 Nerves of Iron Three alumni reflect on what drives them to compete in Ironman triathalons 2 In conversation with Dean Peter Stoicheff 4 News briefs 6 A Toolkit for Treatment | by John Lagimodiere (BA‘06) After struggling with substance abuse, Jenny Gardipy is now part of the solution -
Leonid MOROZ4 EFEKTYWNY ALGORYTM DLA SZYBKIEGO
Andriy HRYNCHYSHYN 1, Oleh HORYACHYY 2, Oleksandr TYMOSHENKO 3 Supervisor: Leonid MOROZ 4 EFEKTYWNY ALGORYTM DLA SZYBKIEGO OBLICZANIA ODWROTNO ŚCI PIERWIASTKA KWADRATOWEGO Streszczenie: Funkcje pierwiastka kwadratowego i odwrotno ści pierwiastka kwadratowego dla liczb zmiennoprzecinkowych s ą wa żne dla wielu aplikacji. W artykule przedstawiono kilka modyfikacji oryginalnego algorytmu tzw. Fast Inverse Square Root (FISR) w celu poprawy jego dokładno ści dla liczb zmiennoprzecinkowych pojedynczej precyzji (typ float) standardu IEEE 754. Proponowane algorytmy s ą przeznaczone dla platform bez wsparcia sprz ętowego tych że funkcji, takich jak mikrokontrolery i układy FPGA, ale z szybkimi operacjami zmiennoprzecinkowymi dla dodawania / odejmowania, mno żenia oraz FMA (fused multiply- add). Słowa kluczowe: odwrotno ść pierwiastka kwadratowego, arytmetyka zmiennoprzecinkowa, algorytm FISR, stała magiczna, aproksymacja, funkcja FMA AN EFFICIENT ALGORITHM FOR FAST INVERSE SQUARE ROOT Summary: The square root and inverse square root functions for floating-point numbers are important for many applications. This paper presents a few modifications of the original Fast Inverse Square Root (FISR) algorithm to improve its accuracy. Normalized single precision floating-point numbers (type float ) of IEEE 754 standard are considered. The proposed algorithms are designed for platforms without hardware support of these functions, such as microcontrollers and FPGAs, but with fast floating-point operations for addition/subtraction, multiplication, and fused