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Master Thesis Project Artificial Intelligence Adaptation in Video
Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion. -
AFK Gaming Guide
MOVING GAMERS FROM SCREEN TO PAGE What Is Scholastic’s AFK Initiative? Scholastic’s “Away From Keyboard” (AFK) Initiative builds on kids’ interests in video and computer games through original fi ction, guidebooks, and behind-the-scenes storytelling with massively popular games like Halo, Assassin’s Creed, Five Nights at Freddy’s, World of Warcraft, Pokémon, and many more. The books in this program will provide ways to develop literacy skills and kids’ love of reading in addition to enriching their gaming experiences with additional knowledge, world building, and strategies. AFK books offer a range of titles that teachers, librarians, and parents can use to engage and support growing readers of all ages and interests. Just as graphic novels and comics have gained prominence and become more accepted in both literary and educational areas, digital media like video games is also becoming a more integrated part of the cultural and educational landscape. There are additional learning opportunities with gaming and other alternate forms of media, which can provide an entry point to focus on STEM and coding. The titles in the AFK line can be used in conjunction with the games for literacy lessons and with curriculum-based standards, touching on elements of story, craft and structure, key ideas and details, diverse literacies, critical-reading skills, and more. Can Video Games Be Used for Learning? Absolutely! As video games have become mainstream entertainment for children, our understanding of their role in education and child development has evolved as well. Research suggests that video and computer games can increase engagement, expand creativity, support memory and content retention, and aid in the acquisition of positive social skills for kids of all ages. -
Weekly News Digest #10
Mar 8 — Mar 14, 2021 Weekly News Digest #10 UPDATE: Roblox goes public trough direct listing at $42.6B market cap CAbased video game platform Roblox went public via a direct listing on the NYSE under the symbol RBLX at market cap of $42.6B valuation. Unlike other recently announced gaming companies, Roblox preferred direct listing to traditional IPO or SPAC, which allowed the founders and shareholders to sell some of their shares from the initial date of public listing. The Company’s shares started trading at $64.50 per share and closed at $69.50 per share, which is much higher than the reference price of $45. Based on Roblox’s 2020 performance ($923.9 Revenue, $1.9B Bookings, and $411m Free cash flow) the trading multiples are 40.7x EV/Revenue, 19.8x EV/Bookings, and 91.8x EV/Free cash flow). A year ago, in Feb’20 Roblox closed its Series G round at a $4B valuation, then the company closed its Series H round at a $29.5B valuation in Jan’21 and today it is one of the most expensive gaming companies in the world — all this over the last 1213 months. Though the company shows unprecedented growth, it is currently unprofitable in accordance with GAAP. You can read more about Roblox business and financial results here. tinyBuild goes public at $473m market cap USbased indie game publisher and developer tinyBuild (LON: TBLD) went public at ~$473m (£340.6m) valuation. The company has offered around 202m shares at 169 pence share price.