Emergent Multiplayer Games
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Battle Chess Game of Kings System Requirements
Battle Chess Game Of Kings System Requirements Adolph still cupels thankfully while hydrostatic Randolph outweighs that corporator. Fidel diffused infernally. Ambrose gallants his Zenobia budging pessimistically, but eager Stuart never euchre so unpardonably. You out the test your best professionals of battle chess is a doctor Find best deals for most Chess tournament of Kings in digital distribution. White to show the author will be unlocked in one to health, any future requirements of chess with six levels. System Requirements For team Game Windows XpVista7 Cpu Intel Core 2 Duo 20 GHZ OR four Ram 2 GB OR Better Video Card. Fluid of the multiplayer was good society not half on good every Battle Chess board of Kings for the PC. Choose between Rank on where battle results are shared and. Environments Choose between 3 unique Battlegrounds Requirements System minimum OS Windows XP 7 Processor 1 Gigahertz or faster. BattlE vs ChesS PC FULL FREE DOWNLOAD Agung Games PC Free Download Games PC BattlE vs ChesS PC. Chess set game GameGuru Forum. Downoad Battle card Game of Kings Full thorough Free. Download chess for windows 64 bit Google Sites. Chess Titans is a computer chess game included with some versions of. Why you add this can do often have planned for ready made system requirements are posting in battle chess pieces strategically on chess pc requirements! Buy Battle vs Chess Dark Desert Steam Instant-Gamingcom. Turning your pawns to give jelly all the Queen's threatening to tempt a majestic head-butt to poison king. Battle Chess match of Kings looks like last will be coming to Linux as a developer. -
MONETIZING an AUTO-BATTLER Retention and Monetization Breakdown of a New Game Genre
MONETIZING AN AUTO-BATTLER Retention and Monetization breakdown of a new game genre Léo Nantermoz – January 2020 Table of contents Disclaimer This document is still a Work • What is an Auto-battler game ? in progress, and as such is not complete. • Focus on 2 auto-battlers and their economic systems I’ve tried to be as correct as • Teamfight Tactics possible with all the • Hearthstone Battlegrounds information and numbers contained in the document, • Retention and monetization of a generic auto-battler but as these games are • Teamfight Tactics breakdown subject to quick changes, parts of it might become • New monetization strategies for Teamfight Tactics outdated quickly. Last update : 11/01/2020 Monetizing an auto-battler - Léo NANTERMOZ - January 2020 WHAT IS AN AUTO- BATTLER ? An auto-battler game is a turn-based strategy game, in which players fight each other one on one, using AI- controlled units. Monetizing an auto-battler - Léo NANTERMOZ - January 2020 Unique aspects of auto-battlers • The player • Unit recruitment and synergies • Itemization • Economy management DotA Underlords Monetizing an auto-battler - Léo NANTERMOZ - January 2020 The player In auto-battlers, the player controls a team of units. He will have to manage several variables in order to gain a competitive advantage against his opponents. The first and most important variable is The player has an experience level. This gold. At each round, the player earns gold, level can be increased using gold. It impact the amount depending on a few factors. the game in several ways : This gold can be used to purchase units - Higher levels allow to place more units on and to level up. -
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. -
Player-Character Is What You Are in the Dark the Phenomenology of Immersion in Dungeons & Dragons
Player-Character Is What You Are in the Dark The Phenomenology of Immersion in Dungeons & Dragons William J. White The idea of role-playing makes some people nervous – even some people who play role-playing games (RPGs). Yeah, sure, we pretend to be wizards and talk in funny voices, such players often say. So what? It’s just for fun. It’s not like it means anything. These players tend to find talk about role-playing games being “art” to be pretentious nonsense, and the idea that there could be philosophical value in a game like Dungeons & Dragons strikes them as preposterous on its face. “RPGs as instruction on ethics or metaphysics?” writes one such player in an online forum for discussing role-playing games. “Utter intellectualoid [sic] bullshit … [from those] who want to imagine they’re great thinkers thinking great thoughts while they play RPGs because they’d otherwise feel ashamed about pretending to be an elf.”1 By the same token, people who don’t play RPGs are often quite mystified about what could possibly be going on in a game of Dungeons & Dragons: There’s no board? How do you win? No winners? Then why do you play?2 Making sense of D&D as Dungeons & Dragons and Philosophy: Read and Gain Advantage Copyright © 2014. John Wiley & Sons, Incorporated. All rights reserved. & Sons, Incorporated. © 2014. John Wiley Copyright on All Wisdom Checks, First Edition. Edited by Christopher Robichaud. © 2014 John Wiley & Sons, Inc. Published 2014 by John Wiley & Sons, Inc. 82 Dungeons and Dragons and Philosophy : Read and Gain Advantage on All Wisdom Checks, edited by Christopher Robichaud, John Wiley & Sons, Incorporated, 2014. -
Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Modelling Player Understanding of Non-Player Character Paths
Proceedings of the Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2018) Modelling Player Understanding of Non-Player Character Paths Mengxi Xoey Zhang, Clark Verbrugge McGill University Montreal,´ Canada [email protected], [email protected] Abstract enable an exploration tool to better understand and experi- ment with what information becomes available to a player, Modelling a player’s understanding of NPC movements can given specific NPC routes, level geometry, and incomplete be useful for adapting gameplay to different play styles. For observation. We thus define a baseline system that allows stealth games, what a player knows or suspects of enemy movements is important to how they will navigate towards for exhaustive modelling of possible NPC positions, con- a solution. In this work, we build a uniform abstraction of strained by the gap-time and filtered by knowledge of level potential player path knowledge based on their partial obser- geometry. Players may also attribute movement character- vations. We use this representation to compute different path istics or make assumptions about NPC behaviours as well. estimates according to different player expectations. We aug- Our design naturally incorporates different constraint mod- ment our work with a user study that validates what kinds of els that reduce pathing possibilities to better represent player NPC behaviour a player may expect, and develop a tool that expectation. can build and explore appropriate (expected) paths. We find Algorithmic and representational design is supported by that players prefer short simple paths over long or complex a non-trivial experimentation and visualization tool built paths with looping or backtracking behaviour. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Embrace the Unexpected: Yet Another Family Conversation
© 2016 TSJLD & Authors ThaiSim Journal: TSJLD Vol. 1, No.1 (Jan-Jun 2016), 38 – 50 Learning Development (TSJLD) ISSN 2158-5539 http://www.thaisim.org/sgld/ Embrace the unexpected: Yet another family conversation Elizabeth Tipton Eastern Washington University, USA James Murff ArenaNet, USA Abstract This paper summarizes a long conversation between an educational game design mother and her entertainment game tester son that began with a discussion about bugs in video games. Along the way, it led to some interesting observations on emergent behavior and metagaming. Finally, this dialog wandered into experiences with emergent gameplay in the design and implementation of pedagogical simulations and games. The importance of good debriefing in the classroom was also underscored. Keywords: bugs; debriefing; designer-player interaction; emergent behavior, intentional emergent gameplay, metagaming, player agency Introduction: Working definitions of Gaming Simulation Four years ago, the authors made public during panel discussions at ABSEL and ISAGA their conversation on improving educational game design through an understanding of the problems commonly seen in during the testing and consumption of entertainment games. Those dialogues have continued to this day. What follows began over dinner one day when the topic was bugs in video games. 38 Embrace the unexpected: Yet another family conversation Tipton & Murff Bugs Bugs, harmless or otherwise, are a common part of software development. You can't predict every single outcome of a particular scenario, especially when the system is extremely complex. While test cases and extensive QA can help, games always ship with glitches ranging from the hilarious-but-harmless to the game- breaking. Some games ship with so many bugs that they are unplayable, but thoroughly entertaining to watch from the perspective of a horrible disaster playing out. -
Last Children of the Gods
Last Children of The Gods Adventures in a fantastic world broken by the Gods By Xar [email protected] Version: alpha 9 Portals of Convenience Portals of Convenience 1 List of Tables 3 List of Figures 4 1 Childrens Stories 5 1.1 Core Mechanic ............................................... 5 1.2 Attributes.................................................. 6 1.3 Approaches................................................. 6 1.4 Drives.................................................... 7 1.5 Considerations ............................................... 8 2 A Saga of Heroes 9 2.1 Character Creation............................................. 9 2.2 Player Races ................................................ 9 2.3 Talents.................................................... 11 2.4 Class..................................................... 13 2.5 Secondary Characteristics......................................... 14 2.6 Bringing the character to life ....................................... 14 2.7 Considerations ............................................... 14 3 Grimoire 16 3.1 Defining Mages............................................... 16 3.2 The Shadow Weave............................................. 16 3.3 Elemental Magic .............................................. 16 3.4 Rune Magic................................................. 16 3.5 True Name Magic.............................................. 16 3.6 Blood Magic ................................................ 17 3.7 Folklore .................................................. -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
Queering Stories and Selves: Gamer Poop and Subversive Narrative Emergence
Issue 9 May 2017 www.intensitiescultmedia.com Queering Stories and Selves: Gamer Poop and Subversive Narrative Emergence Lawrence May and Fraser McKissack University of Auckland Abstract Video games such as Mass Effect 3 (Electronic Arts, 2012), Skyrim (Bethesda Softworks, 2011) and Fallout 3 (Bethesda Softworks, 2008) have been praised for offering highly customisable and personalised ingame avatars, experiences and narrative flexibility. The humour in popular YouTube machinima series Gamer Poop playfully rejects the heteronormative and hypermasculine expectations that still appear inevitable in these seemingly open and inclusive gameworlds. Across Gamer Poop’s 49 videos, stable identifiers of race, gender, and sexuality are radically rewritten using post-production video editing and game modification to allow for intersexual character models, bisexual orgies, and breakdancing heroes—content not programmed into the original games. We discuss the potential for machinima videos to act as tools for negotiating emergent queer narra- tives. These emergent experiences are generated by players and re-inscribed onto the broader video game ‘text’, demonstrating the limitations of video game texts for identity-building activity. Gamer Poop takes advantage of emergence as the ‘primordial structure’ of games (Juul 2005: 73), and presents to the audience moments of emergent, queer narrative—what Henry Jenkins describes as stories that are ‘not pre-structured or pre-programmed, [instead] taking shape through the game play’ (Jenkins 2004: 128). These vulgar and sometimes puerile videos are a critical and playful intervention into the embedded textual meaning of Gam- er Poop’s chosen video games, and demonstrate that a latent representative potential exists in video game systems, rulesets, and game engines for emergent storytelling and identity-building activities.