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Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
The Use of Machine Learning Algorithms in the Process of Game Development to Find Bugs and Unwanted Game Design Flaws
Master Thesis for the degree Master of Arts (M.A.) THE USE OF MACHINE LEARNING ALGORITHMS IN THE PROCESS OF GAME DEVELOPMENT TO FIND BUGS AND UNWANTED GAME DESIGN FLAWS 21st June, 2021 Julius Hartmann HAW Hamburg Faculty of Design, Media and Information (DMI) Department of Media Technology Matriculation number: 2425905 [email protected] under the guidance of Prof. Dr. Sabine Schumann and Prof. Dr. Stephan Pareigis I Title The use of machine learning algorithms in the process of game development to find bugs and unwanted game design flaws Keywords Artificial Intelligence, Machine Learning, Deep Reinforcement Learning, Proximal Policy Opti- mization (PPO), Behavioral Cloning (BC), Generative Adversarial Imitation Learning (GAIL), Curiosity, Game Development, Game Design, Quality Assurance Abstract The game development process involves many different disciplines, ranging from visual arts, sound design, game design, product management, frontend- and backend development and many more. All of which are contributing to a single project to create the best possible player experience. The player experience can easily be interrupted by bugs or imbalanced game design. For example if a strategy game has many types of buildings, to which one outperforms all others, it will be highly likely that players would use this advantage and adopt a strategy that may reduce the usage of the surrounding buildings. The game would become monotonous instead of diverse and exciting. This work covers exploratory research whether machine learning can be used during the process of game development by having an Artificial Intelligence agent testing the game. Previous studies from other researchers have shown that Reinforcement Learning(RL) agents are capable to play finished games on super human level. -
Gaikai - Wikipedia Case 1:19-Cv-07529-DLC Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 1:19-cv-07529-DLC Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 1:19-cv-07529-DLC Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
Dissert Ceciliafonte-BC.Pdf
UNIVERSIDADE FEDERAL DE PERNAMBUCO CENTRO DE ARTES E COMUNICAÇÃO DEPARTAMENTO DE DESIGN PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN CECILIA DA FONTE ALVES CULTURA INDEPENDENTE: conceitos e práticas dos jogos digitais indies Recife-PE 2015 CECILIA DA FONTE ALVES CULTURA INDEPENDENTE: conceitos e práticas dos jogos digitais indies Dissertação de Mestrado apresentada como requisito parcial para aprovação do mestrado no Programa de Pós Graduação de Design da UFPE, para a obtenção do grau de mestre. Linha de Pesquisa: Design e Artefatos Digitais. Orientador: Prof. Dr. André M. Neves; Coorientador: Prof. Dr. Gentil Porto Filho. RECIFE, 2015 Catalogação na fonte Bibliotecário Jonas Lucas Vieira, CRB4-1204 A474c Alves, Cecilia da Fonte Cultura independente: conceitos e práticas dos jogos digitais indies / Cecilia da Fonte Alves. – 2015. 148 f.: il., fig. Orientador: André Menezes Marques das Neves. Dissertação (Mestrado) – Universidade Federal de Pernambuco, Centro de Artes e Comunicação. Design, 2016. Inclui referências e anexos. 1. Comunicação visual. 2. Jogos para computador. 3. Cultura. 4. Contracultura. 5. Estilo de vida alternativo. 6. Mídia alternativa. I. Menezes, André Menezes Marques das (Orientador). II. Título. 745.2 CDD (22. ed.) UFPE (CAC 2016-88) UNIVERSIDADE FEDERAL DE PERNAMBUCO PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN PARECER DA COMISSÃO EXAMINADORA DE DEFESA DE DISSERTAÇÃO DE MESTRADO ACADÊMICO DE Cecilia da Fonte Alves “Cultura independente: conceitos e práticas dos jogos digitais indies.” ÁREA DE CONCENTRAÇÃO: DESIGN E ERGONOMIA A comissão examinadora, composta pelos professores abaixo, sob a presidência do primeiro, considera o(a) candidato(a) Cecilia da Fonte Alves _________APROVADA_____. Recife, 26 de janeiro de 2016. Prof. André Menezes Marques das Neves (UFPE) Prof.