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A Functional Taxonomy of Logic Puzzles
A Functional Taxonomy of Logic Puzzles Lianne V. Hufkens Cameron Browne Department of Data Science and Knowledge Engineering Maastricht University Maastricht, The Netherlands flianne.hufkens, [email protected] Abstract—There currently exists no taxonomy for the full range of puzzles including “pen & paper” Japanese logic puzzles. We present a functional taxonomy for these puzzles in prepa- ration for implementing them in digital form. This taxonomy reveals similarities and differences between these puzzles and locates them within the context of single player games. Index Terms—games, puzzles, logic, taxonomy, classification I. INTRODUCTION This work is part of a project on digitally implementing the full range of pen & paper puzzles for computer analysis. In order to model these puzzles, it is useful to devise a taxonomy to highlight differences and similarities between Fig. 1: A Sudoku challenge (left) and solution (right). them to facilitate their implementation. We define a puzzle as a problem with defined steps for books, with further examples and information on Nikoli-style achieving one or more defined solutions, such that the chal- logic puzzles obtained from online sources including [2], [3], lenge contains all information needed to achieve its own [4], [5] and [6]. solution. Puzzles are distinct from games as they lack the Some simple schemes for logically grouping logic puzzles adversarial element: ”Puzzles are solved. Games are won.”1 already exist. For example, our final taxonomy was inspired by We focus on the group of puzzles commonly known as the classification found at [2], and Nikoli [3] uses the following Japanese logic puzzles [1], of which Sudoku (Fig. -
Tatamibari Is NP-Complete
Tatamibari is NP-complete The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Adler, Aviv et al. “Tatamibari is NP-complete.” 10th International Conference on Fun with Algorithms, May-June 2021, Favignana Island, Italy, Schloss Dagstuhl and Leibniz Center for Informatics, 2021. © 2021 The Author(s) As Published 10.4230/LIPIcs.FUN.2021.1 Publisher Schloss Dagstuhl, Leibniz Center for Informatics Version Final published version Citable link https://hdl.handle.net/1721.1/129836 Terms of Use Creative Commons Attribution 3.0 unported license Detailed Terms https://creativecommons.org/licenses/by/3.0/ Tatamibari Is NP-Complete Aviv Adler Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Jeffrey Bosboom Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Erik D. Demaine Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Martin L. Demaine Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Quanquan C. Liu Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Jayson Lynch Massachusetts Institute of Technology, Cambridge, MA, USA [email protected] Abstract In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an m × n grid of cells, where each cell possibly contains a clue among , , . The goal is to partition the grid into disjoint rectangles, where every rectangle contains exactly one clue, rectangles containing are square, rectangles containing are strictly longer horizontally than vertically, rectangles containing are strictly longer vertically than horizontally, and no four rectangles share a corner. We prove this puzzle NP-complete, establishing a Nikoli gap of 16 years. -
Baguenaudier - Wikipedia, the Free Encyclopedia
Baguenaudier - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Baguenaudier You can support Wikipedia by making a tax-deductible donation. Baguenaudier From Wikipedia, the free encyclopedia Baguenaudier (also known as the Chinese Rings, Cardan's Suspension, or five pillars puzzle) is a mechanical puzzle featuring a double loop of string which must be disentangled from a sequence of rings on interlinked pillars. The puzzle is thought to have been invented originally in China. Stewart Culin provided that it was invented by the Chinese general Zhuge Liang in the 2nd century AD. The name "Baguenaudier", however, is French. In fact, the earliest description of the puzzle in Chinese history was written by Yang Shen, a scholar in 16th century in his Dan Qian Zong Lu (Preface to General Collections of Studies on Lead). Édouard Lucas, the inventor of the Tower of Hanoi puzzle, was known to have come up with an elegant solution which used binary and Gray codes, in the same way that his puzzle can be solved. Variations of the include The Devil's Staircase, Devil's Halo and the Impossible Staircase. Another similar puzzle is the Giant's Causeway which uses a separate pillar with an embedded ring. See also Disentanglement puzzle Towers of Hanoi External links A software solution in wiki source (http://en.wikisource.org/wiki/Baguenaudier) Eric W. Weisstein, Baguenaudier at MathWorld. The Devil's Halo listing at the Puzzle Museum (http://www.puzzlemuseum.com/month/picm05/200501d-halo.htm) David Darling - encyclopedia (http://www.daviddarling.info/encyclopedia/C/Chinese_rings.html) Retrieved from "http://en.wikipedia.org/wiki/Baguenaudier" Categories: Chinese ancient games | Mechanical puzzles | Toys | China stubs This page was last modified on 7 July 2008, at 11:50. -
Arxiv:1810.03151V1 [Cs.AI] 7 Oct 2018
A Minesweeper Solver Using Logic Inference, CSP and Sampling Yimin Tang1, Tian Jiang2, Yanpeng Hu3 1 Shanghaitech University 2 Shanghaitech University 3 Shanghaitech University [email protected] [email protected] [email protected] Abstract 1.2 Measurement Difference between Human Beings and AI Minesweeper as a puzzle video game and is proved that it is a NPC problem. We use CSP,Logic Infer- For a human, the fastest possible time ever completed is the ence and Sampling to make a minesweeper solver only metric. So it does not matter if one loses 20 games for and we limit our each select in 5 seconds. every game we win: only the wins count. However, for an AI, this is clearly not a reasonable metric as a robot that can click as fast as we want to. A more generalized metric would 1 Introduction be adapted instead: to win as many games as possible with Minesweeper as a puzzle video game, has been well-known time limit. We define time limit as 5secs one step here to worldwide since it is preassembled in the computer system accomplish tests in appropriate time. in 1995. The concept of AI Minesweeper solver is brought up as a consequence. From 1995 to present, multiple ap- proaches has been applied to build up a minesweeper ranging 2 Difficulty from use of genetic algorithms, graphical models and other learning strategies [2]. There have been previous implemen- tations to the CSP approach, which is the current “state of 2.1 Infinite state space the art” method [3]. -
X-Treme Sudoku by Editors of Nikoli Publishing
X-Treme Sudoku by Editors of Nikoli Publishing Ebook X-Treme Sudoku currently available for review only, if you need complete ebook X-Treme Sudoku please fill out registration form to access in our databases Download here >> Paperback:::: 405 pages+++Publisher:::: Workman Publishing Company (November 2, 2006)+++Language:::: English+++ISBN-10:::: 9780761146223+++ISBN-13:::: 978-0761146223+++ASIN:::: 0761146229+++Product Dimensions::::4 x 1 x 6 inches+++ ISBN10 ISBN13 Download here >> Description: The next step, like having a whole book of just Saturday Times crossword puzzles. Even more fiendish, even more fun, X-treme Sudoku proudly presents 320 puzzles rated Difficult to Very Difficult. These are the toughest, knottiest, most demanding Sudoku out there—prepare to have your brain cells crackle, your pencils melt, your mind obsessed with numbers and squares.No one is better than Nikoli at rounding up such a collection. A Japanese puzzle and game company that started the Sudoku craze over twenty years ago, Nikoli is known for creating the only handcrafted puzzles around. As Tim Preston, publishing director of Puzzler Media, Britains biggest seller of crossword and cryptogram puzzles, has said: It is a matter of great pride to get your puzzle into one of Nikolis magazines. Handmade puzzles are much better. It gives you the satisfaction that you are pitting your wits against an individual who has thought about what your next step would be and has tried to obscure the path.For X-treme Sudoku, the puzzle-makers at Nikoli went out of their way to obscure the path. There are puzzles with entire boxes empty. -
Vocabulary Can Be Reinforced by Using a Variety of Game Formats. Focus May Be Placed Upon Word Building, Spelling, Meaning, Soun
ocabulary can be reinforced by using a variety of game formats. Focus may be placed upon word building, spelling, meaning, sound/symbol correspon Vdences, and words inferred from sentence context. Teaching Techniques. The full communicative potential of these games can be real ized through good spirited team competition. Working in pairs or in small groups, students try to be the first to correctly complete a task. These games can be used at the end of a lesson or before introducing new material as a “change of pace” activity. Teachers should allow sufficient time for class discussion after the game has been completed. word games 2 Letter Power Add a letter A. From each word below, make two new words by adding a letter (1) at the end; (2) at the beginning. B. Form new words as in A (above). In addition, form a third word by adding a letter at the beginning and the end of the word. 3 Change the first letter. Make one word into another by changing the first letter. Example: Change a possessive pronoun to not sweet. Answer: your, sour. 1. Change a past tense of BE to an adverb of place. 2. Change an adjective meaning not high to an adverb meaning at the present time. 3. Change a period of time to a term of affection. 4. Change was seated to have a meal. 5. Change a part of the head to international strife. 6. Change a respectful title to atmosphere. 7. Change to learn thoroughly to not as slow. 8. Change very warm to a negative adverb. -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
Metrics for Better Puzzles 1 Introduction
Metrics for Better Puzzles Cameron Browne Computational Creativity Group Imperial College London [email protected] Abstract. While most chapters of this book deal with run-time telemetry observed from user data, we turn now to a different type of metric, namely design-time metrics for level generation. We describe Hour Maze, a new type of pure deduction puzzle, and outline methods for the automated generation and solution of lev- els. Solution involves a deductive search that estimates a level’s iterative and strategic depth. This information, together with sym- metry analysis of wall and hint distributions, provides useful met- rics with which levels may be classified and described. Results from a user survey indicate that players’ enjoyment of computer- designed levels may be affected by their perception of whether those levels are indeed computer-designed or handcrafted by hu- mans. We suggest ways in which puzzle metrics may be used to increase the perception of intelligence and personality behind level designs, to make them more interesting for players. Keywords. Logic puzzle; Hour Maze; Nikoli; deductive search; quality metrics; procedural content generation. 1 Introduction The current crop of smart phones and handheld game devices are the ideal plat- form for logic puzzles, which are enjoying a surge in popularity due to the main- stream success of titles such as Sudoku and Kakuro. Such puzzles can be played easily on small screens without losing any of their appeal, and can provide a deep, engaging playing experience while being conveniently short and self-contained. Fig. 1 shows a new logic puzzle called Hour Maze currently under develop- ment for iOS devices. -
Pocket Brain Training Logic Puzzles Free
FREE POCKET BRAIN TRAINING LOGIC PUZZLES PDF Puzzle People | 224 pages | 01 Sep 2009 | Carlton Books Ltd | 9781847322470 | English | London, United Kingdom Logic Puzzles by Puzzle Baron This is a partial list of notable puzzle video gamessorted by general category. Tile-matching video games are a type of puzzle video game where the player manipulates tiles in order to make them disappear according to a matching criterion. There are a great number of variations on this theme. Puzzle pieces advance into the play area from one or more edges, typically falling into the play area from above. Player must match or arrange individual pieces to achieve the particular objectives defined by each game. Block-shaped puzzle pieces advance onto the board from one or more edges i. Pocket Brain Training Logic Puzzles player tries to prevent the blocks from reaching the opposite edge of the playing area. From Wikipedia, the free encyclopedia. Wikipedia list article. See also: List of maze video games. This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged Pocket Brain Training Logic Puzzles removed. Impossible puzzles Maze video games Nikoli puzzle types Puzzle video games Puzzle topics. Main article: Tile-matching video game. Pocket Gamer. Retrieved January 29, Next Generation. Imagine Media. May Lists of Pocket Brain Training Logic Puzzles games by genre. Chess Golf Professional wrestling Snowboarding Sumo. Categories : Video game lists by genre Puzzle video games. Hidden categories: Articles with short description Short description is different from Wikidata Articles needing additional references from January All articles needing additional references. -
Histoire Du Baguenaudier
h [a\ g Histoire du baguenaudier Franck Jeannot - Montreal - Decembre´ 2016 -E133 -V1.1 Abstract : Review of a disentanglement puzzle, known for centuries, featuring a loop which must be disentangled from a sequence of rings on interlinked pillars. Keywords : baguenaudier ; casse-teteˆ ; Pacioli ; Cardan ; Code de Gray 1 Description e baguenaudier ou baguenodier 1 [2] est un jeu ou casse-teteˆ mecanique´ com- L pose´ d’une tige et d’anneaux. A chacun des anneaux est attachee´ une tige qui passe dans l’anneau voisin et superieur´ puis dans un socle commun. Il faut faire entrer une navette dans les anneaux 2. En fait, c’est un puzzle de dem´ elageˆ comportant une boucle qui doit etreˆ dem´ elˆ ee´ d’une sequence´ d’anneaux sur des tiges inter-connectees.´ Il a et´ e´ utilise´ par les paysans franc¸ais comme un mecanisme´ de verrouillage. Il en existe de toutes sortes, en bois et metal.´ Leur resolution´ (d’un point de vue mathematique)´ est intimement liee´ au code de Gray 3 Figure (1)– Baguenodier chinois (Source : ”Ryou-Kaik-Tjyo” de Stewart Culin, Fig 52, KAU TSZ’ LIN WAN,´ Canton, Chine, Univ. Pennsylv., Museum of Arch No 7,626) ] t 1. Luc-Agathon-Louis Gros dans sa Theorie´ du baguenodier par un clerc de notaire lyonnais detaille´ a` juste titre pourquoi l’orthographe baguenodier est plus adaptee.´ 2. Culin, S., Copyright 1895, ”Ryou-Kaik-Tjyo - Delay Guest Instrument (Ring Puzzle).” x20 in Games of the Orient : Korea, China, Japan. Rutland, VT : Charles E. Tuttle, pp. 31-32, https:// archive.org/details/koreangameswith01culigoog 3. -
Game Stylistics: Playing with Lowbrow by Hyein Lee a Thesis Supporting
Game Stylistics: Playing with Lowbrow by Hyein Lee A thesis supporting paper and exhibition presented to the OCAD University in partial fulfillment of the requirements for the degree of Master of Design in the Interdisciplinary Master‘s in Art, Media and Design Program OCADU Graduate Gallery 205 Richmond Street Toronto, Ontario, Canada September 6th – September 9th, 2011 © Hyein Lee, August 2011 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 authorize OCAD University to lend this thesis to other institutions or individuals for the purpose of scholarly research. I understand that my thesis may be made electronically available to the public. I further authorize OCAD University to reproduce this thesis by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. Signature __________________________________________________ ii Game Stylistics: Playing with Lowbrow Hyein Lee, Masters of Design, 2011 Interdisciplinary Master‘s in Art, Media and Design OCAD University Abstract Playing with Lowbrow is an art game development/creation project that explores the application of Lowbrow aesthetics to game graphics. The resulting creation, Twinkling Stars Above, is a single-player platform PC game prototype. This paper describes the shared and distinct context of two contemporary art movements important to the creation of Twinkling Stars Above: Japan‘s Superflat and North America‘s Lowbrow. I propose that, given Superflat‘s influence on Japan‘s video game graphics, Lowbrow style could also be applied to video games. -
Parallel Session 3
Engagementgame Serious gaming used as a management intervention to prevent work-related stress among workers Maartje Bakhuys Roozeboom, TNO Safety and health at work is everyone’s concern. It’s good for you. It’s good for business. Serious gaming A game in which education (in its various forms) is the primary goal, rather than entertainment (Michael & Chen, 2006) www.healthy-workplaces.eu 2 Opportunities of serious gaming • Active learning more effective than passive learning (Vygotsky, 1978) • Experiment without fearing negative consequences • Direct feedback on actions • Short and long term consequences can be experienced Learning pyramid of Bales www.healthy-workplaces.eu 3 Serious gaming • Scientific evidence on effectiveness is increasing (Connolly et al. 2012) • Number of applications of serious gaming Glucoboy is rapidly increasing ‘Exergaming’ Flight simulator How Mario deals with diabetes ABCDEsim www.healthy-workplaces.eu 4 Successful example: Fold it “How online gamers are solving science’s biggest problems” (The Guardian, 2014) • Online puzzle video game about protein folding • Contributes to scientific research • >100.000 players • Publications in journal Nature www.healthy-workplaces.eu 5 Serious gaming for OSH Management intervention aimed at work-related stress and work engagement by means of a serious game www.healthy-workplaces.eu 6 Background • Work related stress is major health risk • Interventions and measures often not taken • Effectiveness of interventions largely depend on management and supervisors Conclusion: