Fun with Algorithms
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Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2019-11-01 Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft Alisha Banskota Brigham Young University Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Physical Sciences and Mathematics Commons BYU ScholarsArchive Citation Banskota, Alisha, "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft" (2019). Theses and Dissertations. 7734. https://scholarsarchive.byu.edu/etd/7734 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Science Yiu-Kai Dennis Ng, Chair Seth Holladay Daniel Zappala Department of Computer Science Brigham Young University Copyright c 2019 Alisha Banskota All Rights Reserved ABSTRACT Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota Department of Computer Science, BYU Master of Science Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period. -
Single Digits
...................................single digits ...................................single digits In Praise of Small Numbers MARC CHAMBERLAND Princeton University Press Princeton & Oxford Copyright c 2015 by Princeton University Press Published by Princeton University Press, 41 William Street, Princeton, New Jersey 08540 In the United Kingdom: Princeton University Press, 6 Oxford Street, Woodstock, Oxfordshire OX20 1TW press.princeton.edu All Rights Reserved The second epigraph by Paul McCartney on page 111 is taken from The Beatles and is reproduced with permission of Curtis Brown Group Ltd., London on behalf of The Beneficiaries of the Estate of Hunter Davies. Copyright c Hunter Davies 2009. The epigraph on page 170 is taken from Harry Potter and the Half Blood Prince:Copyrightc J.K. Rowling 2005 The epigraphs on page 205 are reprinted wiht the permission of the Free Press, a Division of Simon & Schuster, Inc., from Born on a Blue Day: Inside the Extraordinary Mind of an Austistic Savant by Daniel Tammet. Copyright c 2006 by Daniel Tammet. Originally published in Great Britain in 2006 by Hodder & Stoughton. All rights reserved. Library of Congress Cataloging-in-Publication Data Chamberland, Marc, 1964– Single digits : in praise of small numbers / Marc Chamberland. pages cm Includes bibliographical references and index. ISBN 978-0-691-16114-3 (hardcover : alk. paper) 1. Mathematical analysis. 2. Sequences (Mathematics) 3. Combinatorial analysis. 4. Mathematics–Miscellanea. I. Title. QA300.C4412 2015 510—dc23 2014047680 British Library -
Artificial General Intelligence in Games: Where Play Meets Design and User Experience
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The IT University of Copenhagen's Repository ISSN 2186-7437 NII Shonan Meeting Report No.130 Artificial General Intelligence in Games: Where Play Meets Design and User Experience Ruck Thawonmas Julian Togelius Georgios N. Yannakakis March 18{21, 2019 National Institute of Informatics 2-1-2 Hitotsubashi, Chiyoda-Ku, Tokyo, Japan Artificial General Intelligence in Games: Where Play Meets Design and User Experience Organizers: Ruck Thawonmas (Ritsumeikan University, Japan) Julian Togelius (New York University, USA) Georgios N. Yannakakis (University of Malta, Malta) March 18{21, 2019 Plain English summary (lay summary): Arguably the grand goal of artificial intelligence (AI) research is to pro- duce machines that can solve multiple problems, not just one. Until recently, almost all research projects in the game AI field, however, have been very specific in that they focus on one particular way in which intelligence can be applied to video games. Most published work describes a particu- lar method|or a comparison of two or more methods|for performing a single task in a single game. If an AI approach is only tested on a single task for a single game, how can we argue that such a practice advances the scientific study of AI? And how can we argue that it is a useful method for a game designer or developer, who is likely working on a completely different game than the method was tested on? This Shonan meeting aims to discuss three aspects on how to generalize AI in games: how to play any games, how to model any game players, and how to generate any games, plus their potential applications. -
Neutral Emergence and Coarse Graining Cellular Automata
NEUTRAL EMERGENCE AND COARSE GRAINING CELLULAR AUTOMATA Andrew Weeks Submitted for the degree of Doctor of Philosophy University of York Department of Computer Science March 2010 Neutral Emergence and Coarse Graining Cellular Automata ABSTRACT Emergent systems are often thought of as special, and are often linked to desirable properties like robustness, fault tolerance and adaptability. But, though not well understood, emergence is not a magical, unfathomable property. We introduce neutral emergence as a new way to explore emergent phe- nomena, showing that being good enough, enough of the time may actu- ally yield more robust solutions more quickly. We then use cellular automata as a substrate to investigate emergence, and find they are capable of exhibiting emergent phenomena through coarse graining. Coarse graining shows us that emergence is a relative concept – while some models may be more useful, there is no correct emergent model – and that emergence is lossy, mapping the high level model to a subset of the low level behaviour. We develop a method of quantifying the ‘goodness’ of a coarse graining (and the quality of the emergent model) and use this to find emergent models – and, later, the emergent models we want – automatically. i Neutral Emergence and Coarse Graining Cellular Automata ii Neutral Emergence and Coarse Graining Cellular Automata CONTENTS Abstract i Figures ix Acknowledgements xv Declaration xvii 1 Introduction 1 1.1 Neutral emergence 1 1.2 Evolutionary algorithms, landscapes and dynamics 1 1.3 Investigations with -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Implementation of A* Algorithm for Solving Sokoban Logic Games
Journal of Applied Intelligent System (e-ISSN : 2502-9401 | p-ISSN : 2503-0493) Vol. 4 No. 2, December 2019, pp. 104 – 111 Implementation of A* Algorithm for Solving Sokoban Logic Games Rosa Tri Setiani *1, Bonifacius Vicky Indriyono 2 School of Information and Computer Management Kadiri, Jl. Balowerti II No. 26-30 Kediri East Java,(0354-696770) E-mail : [email protected]*1, [email protected] Abstract - Sokoban is one of the puzzle category games that requires players to push boxes towards the top, bottom, left and right until the specified destination. Sometimes it takes a long time to complete a very difficult level so that a solution is needed. So that these difficulties can be overcome, we need an algorithm that can help find the right path. A * algorithm is an algorithm that minimizes the total cost of the track under the right conditions that will provide the best solution in optimal time. A * algorithm will find the distance of the fastest route to be taken by a starting point to the destination object by removing unnecessary steps. From the test results, this A * algorithm can help players in finding a solution to the road in the form of completion steps in the Sokoban game by determining the smallest F value. Keywords - Artificial Intelligence, Games, Sokoban, A * algorithm 1. INTRODUCTION The development of science and technology will never end and will grow faster along with the development of supporting technology. One of the many technologies that is growing is artificial intelligence. Artificial intelligence (AI) is the main focus in the world of research on how a computer program is able to learn and make decisions like humans. -
Diary Presage Instructions
DIARY PRESAGE INSTRUCTIONS PAUL ROMHANY MIKE MAIONE Copyright © 2013 Paul Romhany, Mike Maione All rights reserved. DEDICATION This routine is dedicated to our wives who put up with us asking them to keep thinking of a day in the week. CONTENTS 1 INTRODUCTION!-----------------------------------1 2 BASIC WORKINGS!--------------------------------2 3 PROVERB ROUTINE!-----------------------------4 4 SCRATCH & WIN PREDICTION!---------------9 5 COLOR PREDICTION!---------------------------12 6 TRIBUTE TO HOY!-------------------------------14 7 ROYAL FLUSH!------------------------------------15 8 FORTUNE COOKIE!------------------------------16 9 ACAAN WEEK!-------------------------------------20 10 MIND READING WORDS!--------------------23 11. BIRTHDAY CARD TRICK!--------------------29 12. BIRTHDAY CARD TRICK 2!------------------35 13. BOOK TEST!-------------------------------------37 14. DISTRESSING!----------------------------------38 ACKNOWLEDGMENTS We would like to acknowledge the following people. Richard Webster, Stanley Collins, Terry Rogers, Long Island’s C.U.E. Club, Joe Silkie 1 INTRODUCTION Thank you for purchasing Diary Presage. We truly believe you have in your procession one of the strongest book tests, certainly the strongest Diary type book test ever devised. A statement we don’t use lightly and after reading these instructions and using the book we think you’ll agree. The concept originally came about after I reviewed another book test by Mike using the same principle called Celebrity Presage. I contacted Mike with my idea for the diary and together we worked on producing Diary Presage. It went through many stages until we got it to what you have now, and in collaboration with Richard Webster and Atlas Brookings we can now offer the fraternity this amazing product. After working this ourselves we both realize the hardest part is holding back and not performing all the routines at once. -
Hyperstate Space Graphs for Automated Game Analysis
Hyperstate Space Graphs For Automated Game Analysis Michael Cook Azalea Raad Queen Mary University of London Max Planck Institute for Software Systems [email protected] [email protected] Abstract—Automatically analysing games is an important chal- combat, are either elided or combined into higher-level states. lenge for automated game design, general game playing, and co- Another option, commonly used in the design of AI agents, is creative game design tools. However, understanding the nature of to limit the size of the SSG – many Chess agents are limited an unseen game is extremely difficult due to the lack of a priori design knowledge and heuristics. In this paper we formally define in how far ahead they may look to evaluate a move. hyperstate space graphs, a compressed form of state space graphs These abstraction processes for state space compression which can be constructed without any prior design knowledge require game-specific expert knowledge: what is important and about a game. We show how hyperstate space graphs produce what is not, and which aspects of the game we wish to focus compact representations of games which closely relate to the on. However, many AI systems are required to play, analyse heuristics designed by hand for search-based AI agents; we show how hyperstate space graphs also relate to modern ideas or interact with games that have never been seen before by about game design; and we point towards future applications for anyone. Automated game design systems must understand a hyperstates across game AI research. game in order to be able to evaluate or change its design. -
Name of Game Date of Approval Comments Nevada Gaming Commission Approved Gambling Games Effective August 1, 2021
NEVADA GAMING COMMISSION APPROVED GAMBLING GAMES EFFECTIVE AUGUST 1, 2021 NAME OF GAME DATE OF APPROVAL COMMENTS 1 – 2 PAI GOW POKER 11/27/2007 (V OF PAI GOW POKER) 1 BET THREAT TEXAS HOLD'EM 9/25/2014 NEW GAME 1 OFF TIE BACCARAT 10/9/2018 2 – 5 – 7 POKER 4/7/2009 (V OF 3 – 5 – 7 POKER) 2 CARD POKER 11/19/2015 NEW GAME 2 CARD POKER - VERSION 2 2/2/2016 2 FACE BLACKJACK 10/18/2012 NEW GAME 2 FISTED POKER 21 5/1/2009 (V OF BLACKJACK) 2 TIGERS SUPER BONUS TIE BET 4/10/2012 (V OF BACCARAT) 2 WAY WINNER 1/27/2011 NEW GAME 2 WAY WINNER - COMMUNITY BONUS 6/6/2011 21 + 3 CLASSIC 9/27/2000 21 + 3 CLASSIC - VERSION 2 8/1/2014 21 + 3 CLASSIC - VERSION 3 8/5/2014 21 + 3 CLASSIC - VERSION 4 1/15/2019 21 + 3 PROGRESSIVE 1/24/2018 21 + 3 PROGRESSIVE - VERSION 2 11/13/2020 21 + 3 XTREME 1/19/1999 (V OF BLACKJACK) 21 + 3 XTREME - (PAYTABLE C) 2/23/2001 21 + 3 XTREME - (PAYTABLES D, E) 4/14/2004 21 + 3 XTREME - VERSION 3 1/13/2012 21 + 3 XTREME - VERSION 4 2/9/2012 21 + 3 XTREME - VERSION 5 3/6/2012 21 MADNESS 9/19/1996 21 MADNESS SIDE BET 4/1/1998 (V OF 21 MADNESS) 21 MAGIC 9/12/2011 (V OF BLACKJACK) 21 PAYS MORE 7/3/2012 (V OF BLACKJACK) 21 STUD 8/21/1997 NEW GAME 21 SUPERBUCKS 9/20/1994 (V OF 21) 211 POKER 7/3/2008 (V OF POKER) 24-7 BLACKJACK 4/15/2004 2G'$ 12/11/2019 2ND CHANCE BLACKJACK 6/19/2008 NEW GAME 2ND CHANCE BLACKJACK – VERSION 2 9/24/2008 2ND CHANCE BLACKJACK – VERSION 3 4/8/2010 3 CARD 6/24/2021 NEW GAME NAME OF GAME DATE OF APPROVAL COMMENTS 3 CARD BLITZ 8/22/2019 NEW GAME 3 CARD HOLD’EM 11/21/2008 NEW GAME 3 CARD HOLD’EM - VERSION 2 1/9/2009