What Do Bug Fixes in Video Game Update Notes Tell Us?
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Planning for Non-Player Characters by Learning from Demonstration
University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations 2018 Planning For Non-Player Characters By Learning From Demonstration John Drake University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Computer Sciences Commons Recommended Citation Drake, John, "Planning For Non-Player Characters By Learning From Demonstration" (2018). Publicly Accessible Penn Dissertations. 2756. https://repository.upenn.edu/edissertations/2756 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/2756 For more information, please contact [email protected]. Planning For Non-Player Characters By Learning From Demonstration Abstract In video games, state of the art non-player character (NPC) behavior generation typically depends on hard-coding NPC actions. In many game situations however, it is hard to foresee how an NPC should behave to appear intelligent or to accommodate human preferences for NPC behavior. We advocate the creation of a more flexible method ot allow players (and developers) to train NPCs to execute novel behaviors which are not hard-coded. In particular, we investigate search-based planning approaches using demonstration to guide the search through high-dimensional spaces that represent the full state of the game. To this end, we developed the Training Graph heuristic, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC's behavior. To deal with variance in the initial conditions of such planning problems, we have developed heuristics in the Multi-Heuristic A* framework to adapt demonstration trace data to new problems. -
Under the Hood: an (Auto) Ethnographic Study of How White Adolescent Males Critically Engage with Race in Grand Theft Auto V
UNDER THE HOOD: AN (AUTO) ETHNOGRAPHIC STUDY OF HOW WHITE ADOLESCENT MALES CRITICALLY ENGAGE WITH RACE IN GRAND THEFT AUTO V PAUL DARVASI A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN EDUCTION YORK UNIVERSITY TORONTO, ONTARIO DECEMBER 2019 © Paul Darvasi 2019 ii ABSTRACT Grand Theft Auto V (GTA V) is emblematic of the public controversies that asso- ciate video games with violence, misogyny, and damaging depictions of race and gender. However, it is also a layered referential and self-reflexive text that roundly critiques US culture, including the pernicious complicity of media on issues of identity. GTA V is the third best selling video game in history, and primarily targets white adolescent males, but its effects on the attitudes and behaviors of its chief consumers are virtually unstudied. Furthermore, the tendency for schools to keep controversial games at a distance may neg- lect a need to better equip adolescent boys with the tools to critically consume the com- plex media in which they are immersed. This doctoral dissertation employs a postcolonial lens and documents a month-long qualitative study where a high school class of ten white adolescent boys played GTA V while in a formal instructional context that encouraged them to critically reflect on their gameplay. Although they viewed the game through the lenses of gender, masculinities, violence, and hegemony, my research specifically reports on how they engaged with representations of race and racialized places in the elaborate urban simulation. The participants were positioned as co-researchers and trained in basic ethnographic methods, and the fieldnotes and filmed videos of their play were synthesized in autoethnographic accounts of their experiences. -
Surv Pc Download Mist Survival Free PC Game Download Full Version
surv pc download Mist Survival Free PC Game Download Full Version. Amongst all the various forms that precipitation can have, the spookiest one has to be Mist. Mist us the ultimate thing that you would need to view when driving out of a sepulchre or when you are coiled in a log cabin that has been abandoned on a night full of moonlight. Fog the chuckle that Paul has for misting Barry will be doing in a hard spot. If you want your intestines to feel drowned with the enzymes of fear, you just can experience a new layer of old school mist entwined with the blank ankles such as the fingers which feel as cold as ice cream. These feel like the hands of our ancestors. Table of Contents. What is the game about? Mist survival is the recent addition in the lengthy sequence of cultural games that have been leaning into the unattainable fear that society has for bad smoke. They could join The Mist by Stephen King, the complete area of the Halloween and Silent Hill episode of the game along with the must that can turn your world upside down. The game can sit amidst the Venn diagram showing all earlier genres, zombie merging, open-world survival elements, crafting, and fixing that result in the rising ubiquitous area of an indifferent as a less popular area in the woodland of North America. Weapons like the fists, an Evian bottle, and a fruit chunk in, the player is supposed to ask for shelter as well as the resources, manufacturing the tools and all other equipment that is required for surviving the nightfall. -
How Can Game Developers Leverage Data from Online
HOW CAN GAME DEVELOPERS LEVERAGE DATA FROM ONLINE DISTRIBUTION PLATFORMS?A CASE STUDY OF THE STEAM PLATFORM by DAYI LIN A thesis submitted to the School of Computing in conformity with the requirements for the Degree of Doctor of Philosophy Queen’s University Kingston, Ontario, Canada January 2019 Copyright © Dayi Lin, 2019 Abstract EVELOPING a successful game is challenging. Prior work shows that gamers are extremely difficult to satisfy, making the quality of games an important D issue. Prior work has yielded important results from mining data that is available on the online distribution platforms for software applications, helping practi- tioners save valuable resources, and improving the user-perceived quality of software that is distributed through these platforms. However, much of the work on mining online distribution platforms focuses on mining mobile app stores (e.g., Google Play Store, Apple App Store). Video game development differs from the development of other types of software. Hence, knowledge derived from mining mobile app stores may not be directly applicable to game development. In this Ph.D. thesis, we focused on mining online distribution platforms for games. In particular, we mined data from the Steam platform, the largest digital distribution platforms for PC gaming, with over 23,000 games available and over 184 million active i users. More specifically, we analyzed the following four aspects of online distribution for games: urgent updates; the early access model (which enables game developers to sell unfinished versions of their games); user reviews; and user-recorded gameplay videos on the Steam platform. We observed that the choice of update strategy is as- sociated with the proportion of urgent updates that developers have to release. -
Physics Based Combat Using Motion Controls in Virtual Reality
Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality Jose Antonio Li Quiel, Lisa Liao, William Lucca, Evan Plevinsky October 11, 2019 A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in collaboration with RITSUMEIKAN UNIVERSITY for partial fulfillment of the requirements for the Degree of Bachelor of Interactive Media and Game Development and Degree of Bachelor of Computer Science Project Advisers: Professor Ralph Sutter Professor Joshua Cuneo Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 2 Abstract Shotoku’s Defense is a virtual reality physics-based action game developed for the HTC Vive. The player must survive against enemies across five different locations in a stylized and abstract traditional Japanese temple. Using motion controls, players must harness the power of earth-based elemental attacks to create various rock formations. The combat system is based on physics, causing faster movement to do greater damage. Development occurred across three months at Ritsumeikan University’s Biwako-Kusatsu Campus in Japan. This paper details the design and implementation of the game. Shotoku’s Defense: Physics Based Combat Using Motion Controls in Virtual Reality 3 Acknowledgements We would like to thank Professor Thawonmas Ruck and Professor Hideyuki Takada for generously welcoming us into their labs and providing us with equipment necessary for this project. We also would like to thank Professor Haruo Noma for his hospitality during our stay in Japan. Additionally, we would like to thank our advisers Professor Ralph Sutter and Professor Joshua Cuneo for their guidance. Finally, we are thankful to Worcester Polytechnic Institute for sending us to Japan to work on this project. -
(2020) Technology Vision 2020—We, the Post-Digital People. Available At
#TECHVISION2020 TECHNOLOGY VISION 2020 WE, THE POST-DIGITAL PEOPLE Can your enterprise survive the tech-clash? INTO THE NEW Provocative thinking, transformative insights, tangible outcomes #TECHVISION2020 Foreword But the existing business and technology models that The theme of our Accenture Technology Vision this From tech-clash to organizations have used for years are under increasing year—We, the Post-Digital People—describes what is trust: organizations scrutiny. Despite broadly using and benefitting from happening now and outlines new ways for enterprises technology, people are expressing concerns about to build a better, human-centered future. Once again, need to focus on how it is used and what it is used for. And they are technology is the catalyst to steer the realignment. value and values advocating for change. Companies that take the lead with a shared-success mindset—and invite collaboration with customers, In a world where digital is everywhere, people’s The message? In the future, people don’t just want employees, ecosystem partners, governments and interactions across society are changing. They are more technology in our products and services; the public—will create new opportunities for growth reevaluating their relationships with businesses and we want technology that is more human. in a way that benefits all. governments. They are rethinking their actions in a globally interconnected economy and seeking more Enterprises that ignore this message will face an This year marks the 20th anniversary of our Tech Vision, sustainable products and services. And they are existential tech-clash, in which today’s models are and we are proud to share it as part of Accenture’s reexamining whether the value that enterprises incongruous with people’s needs and expectations. -
Archaeology, Heritage & Video Games
Boom & Politopoulos (eds) & Politopoulos Boom Ariese-Vandemeulebroucke, Mol, THE INTERACTIVE PAST THE Video games, even though they are one of the present’s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier’s Civilization INTERACTIVE or Assassin’s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of ARCHAEOLOGY, their design, narrative, and play. This has allowed hundreds of millions HERITAGE & VIDEO GAMES of people to experience humanity’s diverse heritage through the thrill PAST of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also PAST THE INTERACTIVE emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers — including archaeologists, heritage scholars, game creators, conservators and more — who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. -
Broke Protocol Free Steam Key
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Choice in Digital Games: a Taxonomy of Choice Types
CHOICE IN DIGITAL GAMES: A TAXONOMY OF CHOICE TYPES APPLIED TO PLAYER AGENCY AND IDENTITY by Michael Thomas Andreen APPROVED BY SUPERVISORY COMMITTEE: ___________________________________________ Monica Evans, Chair ___________________________________________ Frank Dufour ___________________________________________ Todd Fechter ___________________________________________ Robert Xavier Rodriguez Copyright 2017 Michael Thomas Andreen All Rights Reserved For Alli, for all we’ve done and all that’s to come CHOICE IN DIGITAL GAMES: A TAXONOMY OF CHOICE TYPES APPLIED TO PLAYER AGENCY AND IDENTITY by MICHAEL THOMAS ANDREEN, BA, MFA DISSERTATION Presented to the Faculty of The University of Texas at Dallas in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY IN ARTS AND TECHNOLOGY THE UNIVERSITY OF TEXAS AT DALLAS MAY 2017 ACKNOWLEDGMENTS To my committee I offer my deepest thanks for supporting me in this endeavor. Monica Evans has dedicated seemingly endless energy to my growth and well-being as both a scholar and an instructor. The example she set has inspired me to push myself harder. Frank Dufour helped me to realize my love of sound in ways I had never considered, and then introduced deep philosophical challenges to me that have fueled not only my perspective on video games, but my approaches to a variety of other topics. Todd Fechter has been a supportive force behind my role as an instructor, and graciously stepped forward to assist me in my research in a time when I needed it most. Robert Xavier Rodriguez has helped me to contextualize my work alongside more traditional artistic fields through his wealth of knowledge and our conversations. I could not have come this far without the encouragement of my family.