Civilization III: Digital Game-Based Learning and Macrohistory Simulations
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Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
Tribes: a New Turn-Based Strategy Game for AI Research
Tribes: A New Turn-Based Strategy Game for AI Research Diego Perez-Liebana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina School of Electronic Engineering and Computer Science Queen Mary University of London, UK Abstract two main methods that provide the functionality required by SFP (next - to advance the game state, and copy - to This paper introduces Tribes, a new turn-based strategy game clone it) can be computationally expensive in execution time framework. Tribes is a multi-player, multi-agent, stochastic and partially observable game that involves strategic and tac- and memory. That is one of the reasons why the more com- tical combat decisions. A good playing strategy requires the plex environments (e.g Starcraft II (Blizzard Entertainment management of a technology tree, build orders and economy. 2010)) do not provide a FM API for AI agents. The framework provides a Forward Model, which can be There has been some previous work on frameworks used by Statistical Forward Planning methods. This paper de- that incorporate FM access for SFP in strategy games. scribes the framework and the opportunities for Game AI re- Some of these benchmarks are concerned with the manage- search it brings. We further provide an analysis on the action space of this game, as well as benchmarking a series of agents ment of multiple units, such as HeroAIcademy (Justesen, (rule based, one step look-ahead, Monte Carlo, Monte Carlo Mahlmann, and Togelius 2016) and Bot Bowl (Justesen et Tree Search, and Rolling Horizon Evolution) to study their al. 2019). Santiago Ontan˜on’s´ µRTS (Ontan˜on´ et al. -
Investigating the Effect of Pace Mechanic on Player Motivation And
Investigating the Effect of Pace Mechanic on Player Motivation and Experience by Hala Anwar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science (MASc) in Management Sciences Waterloo, Ontario, Canada, 2016 © Hala Anwar 2016 AUTHOR'S DECLARATION I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. Hala Anwar ii Abstract Games have long been employed to motivate people towards positive behavioral change. Numerous studies, for example, have found people who were previously disinterested in a task can be enticed to spend hours gathering information, developing strategies, and solving complex problems through video games. While the effect of factors such as generational influence or genre appeal have previously been researched extensively in serious games, an aspect in the design of games that remains unexplored through scientific inquiry is the pace mechanic—how time passes in a game. Time could be continuous as in the real world (real-time) or it could be segmented into phases (turn- based). Pace mechanic is fiercely debated by many strategy game fans, where real-time games are widely considered to be more engaging, and the slower pace of turn-based games has been attributed to the development of mastery. In this thesis, I present the results of an exploratory mixed-methods user study to evaluate whether pace mechanic and type of game alter the player experience and are contributing factors to how quickly participants feel competent at a game. -
2K Announces Sid Meier's Civilization® VI for Nintendo Switch September
2K Announces Sid Meier’s Civilization® VI for Nintendo Switch September 13, 2018 6:46 PM ET The full Civilization VI experience comes to a home console for the first time Join the conversation on Twitter using the hashtag #OneMoreTurn NEW YORK--(BUSINESS WIRE)--Sep. 13, 2018-- 2K and Firaxis Games today announced that Sid Meier’s Civilization® VI, winner of The Game Awards’ Best Strategy Game, DICE Awards’ Best Strategy Game and latest entry in the prestigious Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. Additionally, 2K and Firaxis Games have partnered with Aspyr Media to bring Civilization VI to Nintendo Switch and ensure the experience meets the same high standards of the beloved series. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home /20180913005109/en/ Originally created by legendary game designer, Sid Meier, Civilization is a turn-based strategy game in which you build an empire to stand the 2K and Firaxis Games today announced that Sid test of time. Explore a new land, research technology, conquer your Meier's Civilization® VI, winner of The Game Awards' Best Strategy Game, DICE Awards' Best enemies, and go head-to-head with history’s most renowned leaders as Strategy Game and latest entry in the prestigious you attempt to build the greatest civilization the world has ever known. Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. (Graphic: Business Now on Nintendo Switch, the quest to victory in Civilization VI can Wire) take place wherever and whenever players want. -
Special Tactics: a Bayesian Approach to Tactical Decision-Making Gabriel Synnaeve, Pierre Bessière
Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve, Pierre Bessière To cite this version: Gabriel Synnaeve, Pierre Bessière. Special Tactics: a Bayesian Approach to Tactical Decision-making. Proceedings of the IEEE Conference on Computational Intelligence and Games, Sep 2012, Granada, Spain. pp.978-1-4673-1194-6/12/ 409-416. hal-00752841 HAL Id: hal-00752841 https://hal.archives-ouvertes.fr/hal-00752841 Submitted on 16 Nov 2012 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. Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve ([email protected]) and Pierre Bessiere` ([email protected]) Abstract—We describe a generative Bayesian model of tactical intention Strategy (tech tree, 3 min time to switch behaviors attacks in strategy games, which can be used both to predict army composition) attacks and to take tactical decisions. This model is designed to partial easily integrate and merge information from other (probabilistic) information estimations and heuristics. In particular, it handles uncertainty Tactics (army 30 sec in enemy units’ positions as well as their probable tech tree. We positions) claim that learning, being it supervised or through reinforcement, more adapts to skewed data sources. -
C:\Documents and Settings\Amir\.Texmacs\System\Tmp
Strategy Games Refer ence: Andrew R ollings and Ernest Adam s Design, Chapter 10 on Game 1 Intr o duction The origin of strategy games is ro oted in their close cousins, b oar d games. Com puter strategy games have diversied into two main for ms: classical turn-based strategy games ! ! real-time strategy ga mes Real-time strategy gam es ar rived on the scene after turn-based strategy ga mes. 2 Themes Conquest (e .g., Age of Ki ngs). Engage in conict with one or m ore fo es. Exploration (e.g. , Sid Meie r's Col onizati on). Explore a new wor ld. Tr ade (e .g., the Tyco on seri es of games). More of ten than not, a strategy gam e blends these thr ee activ ities. The ex tent to which any par ticula r activ ity is do minant over the other determ ines the over all avor of the gam e. owever, the three activities are usua lly mutually H inter dep endent. 3 Conquest: StarC raft Star Craft uses co nquest as its primary m echanism . Explo ration and trade do feature in the gam e, but only as an enabler for the player to conq uer m ore ectively. e The player must explore the ar ea to b e conq uered and set up resour ce-pro cessing plants to allow reso urces to b e traded fo r weap ons and units. 4 Exploration: Sid Meier's C olonization Sid Meier 's C olonization is primar ily ab out ex plo- ration. -
REPRESENTING UNCERTAINTY in RTS GAMES M.Sc. PROJECT REPORT
REPRESENTING UNCERTAINTY IN RTS GAMES Björn Jónsson Master of Science Software Engineering January 2012 School of Computer Science Reykjavík University M.Sc. PROJECT REPORT Representing Uncertainty in RTS Games by Björn Jónsson Project report submitted to the School of Computer Science at Reykjavík University in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering January 2012 Project Report Committee: Dr. Yngvi Björnsson, Supervisor Accociate Professor, Reykjavík University, Iceland Dr. Hannes Högni Vilhjálmsson Accociate Professor, Reykjavík University, Iceland Dr. Jón Guðnason Assistant Professor, Reykjavík University, Iceland Copyright Björn Jónsson January 2012 Representing Uncertainty in RTS Games Björn Jónsson January 2012 Abstract Real-time strategy (RTS) games are partially observable environments, re- quiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what units the opponent has created. This information gradually improves, in part by exploring, as the game progresses. To compensate for this uncer- tainty, human players use their experience and domain knowledge to estimate the combination of units that opponents control, and make decisions based on these estimates. For RTS game AI to mimic this behavior of human players, a suitable knowledge representation is required. The order in which units can be created in RTS games is conditioned by a game specific technology tree where units represented by parent nodes in the tree need to be created before units represented by child nodes can be created. We propose the use of a Bayesian Network (BN) to represent the beliefs that RTS game AI players have about the expansion of the technology tree of their opponents. -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
Downloaded From
This is the author’s version of a work that was submitted/accepted for pub- lication in the following source: Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta,& Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strat- egy games. In Proceedings of the 8th Australasian Conference on Inter- active Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand. This file was downloaded from: http://eprints.qut.edu.au/58220/ c Copyright 2012 ACM Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for compo- nents of this work owned by others than ACM must be honored. Abstract- ing with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/2336727.2336728 GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia [email protected] [email protected] [email protected] Anne Ozdowska Queensland University of Technology Brisbane, Australia [email protected] ABSTRACT Pervasive GameFlow [14], EGameFlow [10], RTS-GameFlow The GameFlow model strives to be a general model of player [8], as well as a number of others. -
2012 Catalog
Shoreline Community College CATALOG 2012 - 2013 SHORELINE COMMUNITY COLLEGE • 16101 GREENWOOD AVE. N. • SHORELINE, WA 98133 • (206) 546-4101 • WWW.SHORELINE.EDU Shoreline Community College provides equal opportunity in education and employment and does not discriminate on the basis of race, sex, age, color, religion, national origin, marital status, gender, sexual orientation or disability. The following person has been designated to handle inquiries regarding the non-discrimination policies: Stephen Smith, Vice President for Human Resources and Legal Affairs Shoreline Community College 16101 Greenwood Ave N Shoreline, WA 98133 Telephone: 206-546-4694 E-Mail: [email protected] This publication is available in alternate formats by contacting the Office of Special Services at (206) 546-5832 or (206) 546-4520 (TDD). Every effort has been made to assure the accuracy of the information contained in this catalog. Students are advised, however, that such information is subject to change without notice, and advisors should, therefore, be consulted on a regular basis for current information. The College and its divisions reserve the right at any time to make changes in any regulations or requirements governing instruction in and graduation from the College and its various divisions. Changes shall take effect whenever the proper authorities determine and shall apply not only to prospective students but also to those who are currently enrolled at the College. Except as other conditions permit, the College will make every reasonable effort to ensure that students currently enrolled in programs and making normal progress toward completion of any requirements will have the opportunity to complete any program which is to be discontinued. -
Scott Stephenson History of Computer Game Design
Scott Stephenson History of Computer Game Design Civilization: Sid Meier’s Legacy Acclaimed as one of the greatest computer games of all time, Sid Meier’s Civilization and its follow-up Sid Meier’s Civilization II rocked the gaming world with a delicate balance of strategy and simulation. Listed as Gamespot U.K.’s number one all- time series among both computer and console games, “Civ” and “Civ II” are universally recognized for the level to which their creator, hall-of-fame designer Sid Meier, raised the bar in terms of overall outstanding game-play. Few games have risen to the level of excellence that these games have achieved in computer gaming history. Civilization, published in 1991 by MicroProse, puts the player in the role of a lone settler in a vast, uncharted world in the year 2000 B.C., and gives him the task of building an empire to “stand the test of time.”1 To accomplish this goal, the player must take on the roles of general, city manager, diplomat, scientist, and economist, as winning involves not only managing the art of war against rival civilizations, but also maintaining the prosperity of the player’s empire. The player must balance “the four impulses of Civilization”—exploration, economics, knowledge, and conquest—to become more powerful, either through peaceful negotiations or world domination. In 1996, MicroProse released Civilization II, a sequel that vastly improved on the original Civ while maintaining the integrity of the original’s game-play. The inspiration for Civilization came from the Avalon Hill board game of the same name, set in the Mediterranean area of Europe and North Africa. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI.