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An Abstract of the Thesis Of
AN ABSTRACT OF THE THESIS OF Brian D. King for the degree of Master of Science in Electrical and Computer Engineering presented on June 12, 2012. Title: Adversarial Planning by Strategy Switching in a Real-Time Strategy Game Abstract approved: Alan P. Fern We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an RTS game, an algorithm for generating strategic plans, and a modular architecture for controllers that generate and execute plans. We describe in detail planners that evaluate plans by simulation and select a plan by Game Theoretic criteria. We describe the details of a low-level module of the hierarchy, the combat module. We examine a theoretical performance guarantee for policy switching in Markov Games, and show that policy switching agents can underperform fixed strategy agents. Finally, we present results for strategy switching planners playing against single strategy planners and the game engine's scripted player. The results show that our strategy switching planners outperform single strategy planners in simulation and outperform the game engine's scripted AI. c Copyright by Brian D. King June 12, 2012 All Rights Reserved Adversarial Planning by Strategy Switching in a Real-Time Strategy Game by Brian D. King A THESIS submitted to Oregon State University in partial fulfillment of the requirements for the degree of Master of Science Presented June 12, 2012 Commencement June 2013 Master of Science thesis of Brian D. -
The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
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. -
Competitive Strategy Insights from Wargames
Competitive Strategy Insights from Wargames Competitive Strategy Insights from Wargames BENJAMIN JENSEN JOHN T. WATTS CHRISTIAN TROTTI MARK J. MASSA ATLANTIC COUNCIL 1 Scowcroft Center for Strategy and Security The Scowcroft Center for Strategy and Security works to develop sustainable, nonpartisan strategies to address the most important security challenges facing the United States and the world. The Center honors General Brent Scowcroft’s legacy of service and embodies his ethos of nonpartisan commitment to the cause of security, support for US leadership in cooperation with allies and partners, and dedication to the mentorship of the next generation of leaders. Forward Defense Forward Defense helps the United States and its allies and partners contend with great-power competitors and maintain favorable balances of power. This new practice area in the Scowcroft Center for Strategy and Security produces Forward-looking analyses of the trends, technologies, and concepts that will define the future of warfare, and the alliances needed for the 21st century. Through the futures we forecast, the scenarios we wargame, and the analyses we produce, Forward Defense develops actionable strategies and policies for deterrence and defense, while shaping US and allied operational concepts and the role of defense industry in addressing the most significant military challenges at the heart of great-power competition. This publication was produced in support of Army Futures Command as part of a project that used competitive strat- egy wargames to evaluate alternative long-term military investment strategies for great-power competition. Competitive Strategy Insights from Wargames BENJAMIN JENSEN · JOHN T. WATTS · CHRISTIAN TROTTI · MARK J. MASSA ISBN-13: 978-1-61977-121-5 Cover image: Army AH-64 Apache aircrews conduct formation practice at Camp Williams, Utah, June 5, 2019. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
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. -
Juho Kahilaa, Satu Piispa-Hakalaa, Sanni Kahilaa, Teemu Valtonena, Henriikka Vartiainena and Matti Tedrea
Juho Kahilaa, Satu Piispa-Hakalaa, Sanni Kahilaa, Teemu Valtonena, Henriikka Vartiainena and Matti Tedrea a University of Eastern Finland / IT Services, P.O. Box 111, 80101 Joensuu, Finland manifestations of their content analysis. The results show that children explain their own in-game failures, incompetence of teammates, and technical problems as the main reasons for their gamer rage, and they express their rage verbally, physically, and by quitting. This article is the first attempt general. digital games, gamer rage, rage quitting, self-regulation, emotions concern, as some studies have found children playing digital games to behave more aggressively than their peers [10]. Aggressive Digital games, as an affective media, can behavior has often been associated with violent make players feel and generate various game content [11], although, according to emotional responses [1]. Games have been Ferguson [12], those results remain debatable. extensively studied from the perspective of Conversely, playing digital games has also emotions [2], and they have been shown to been suggested to support the development of provide positive emotions such as enjoyment self-regulating skills [13], and digital games and pleasure [3, 1], tools for mood management have been used as a tool for learning emotion [4], and meaningful experiences for their regulation skills [14]. Also, children themselves players [5]. Meaningful gaming experiences are have reported improved self-regulation skills, sought, for example, in games evoking strong such as frustration tolerance, by playing digital and intensive emotions, such as horror games games [15]. Rage induced by digital games, [6] and permadeath games, in which in-game gamer rage, has also become entertainment in death of a playable character is permanent [7, itself. -
Permadeath in Dayz
Fear, Loss and Meaningful Play: Permadeath in DayZ Marcus Carter, Digital Cultures Research Group, The University of Sydney; Fraser Allison, Microsoft Research Centre for Social NUI, The University of Melbourne Abstract This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter DayZ. Through analysing the differences between ‘good’ and ‘bad’ instances of permadeath, we argue that meaningfulness – in accordance with Salen & Zimmerman’s (2003) concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valanced play. We conclude by relating the appeal of permadeath to the excitation transfer effect (Zillmann 1971), drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill and gratuitously violent and gory games such as Mortal Kombat. Keywords DayZ, virtual worlds, meaningful play, player experience, excitation transfer, risk play Introduction It's truly frightening, like not game-frightening, but oh my god I'm gonna die-frightening. Your hands starts shaking, your hands gets sweaty, your heart pounds, your mind is racing and you're a wreck when it's all over. There are very few games that – by default – feature permadeath as significantly and totally as DayZ (Bohemia Interactive 2013). A new character in this massively multiplayer online first- person shooter (MMOFPS) begins with almost nothing, and must constantly scavenge from the harsh zombie-infested virtual world to survive. A persistent emotional tension accompanies the requirement to constantly find food and water, and a player will celebrate the discovery of simple items like backpacks, guns and medical supplies. -
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. -
Learning Obstacles in the Capture the Flag Model
Learning Obstacles in the Capture The Flag Model Kevin Chung, NYU Polytechnic School of Engineering Julian Cohen, NYU Polytechnic School of Engineering Abstract game is an IRC channel in which competitors discuss Capture The Flag (CTF) competitions have been used in the competition and interact with the. the computer security community for education and evaluation objectives for over a decade. These competi- At its core, the CTF is a type of “open-book test” re- tions are often regarded as excellent approaches to learn volving around computer security. This lends itself to deeply technical concepts in a fun, non-traditional learn- testing competitors on very obscure types of knowledge. ing environment, but there are many difficulties associ- The technical knowledge that is communicated during a ated with developing and competing in a CTF event that CTF is often only mentioned in passing in documenta- are rarely discussed that counteract these benefits. CTF tion or a classroom. For example, the Python documen- competitions often have issues related to participation, tation briefly, and without much discussion, mentions quality assurance, and confusing challenges. These that the pickle module is “not intended to be secure problems affect the overall quality of a CTF competi- against erroneous or maliciously constructed data.” This tion and describe how effective they are at catalyzing ambiguity was leveraged in the 2012 Zombie Reminder learning and assessing skill. In this paper, we present (Hack.lu CTF) and Minesweeper (29c3 CTF) to create insights and lessons learned from organizing CSAW challenges that involved un-pickling untrusted data. The CTF, one of the largest and most successful CTFs. -
Game AI: the Shrinking Gap Between Computer Games and AI Systems
Game AI: The Shrinking Gap Between Computer Games and AI Systems Alexander Kleiner Post Print N.B.: When citing this work, cite the original article. Original Publication: Alexander Kleiner , Game AI: The Shrinking Gap Between Computer Games and AI Systems, 2005, chapter in Ambient Intelligence;: The evolution of technology, communication and cognition towards the future of human-computer interaction, 143-155. Copyright: IOS Press Postprint available at: Linköping University Electronic Press http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-72548 Game AI: The shrinking gap between computer games and AI systems Alexander Kleiner Institut fur¨ Informatik Universitat¨ Freiburg 79110 Freiburg, Germany [email protected] Abstract. The introduction of games for benchmarking intelligent systems has a long tradition in AI (Artificial Intelligence) research. Alan Turing was one of the first to mention that a computer can be considered as intelligent if it is able to play chess. Today AI benchmarks are designed to capture difficulties that humans deal with every day. They are carried out on robots with unreliable sensors and actuators or on agents integrated in digital environments that simulate aspects of the real world. One example is given by the annually held RoboCup competitions, where robots compete in a football game but also fight for the rescue of civilians in a simulated large-scale disaster simulation. Besides these scientific events, another environment, also challenging AI, origi- nates from the commercial computer game market. Computer games are nowa- days known for their impressive graphics and sound effects. However, the latest generation of game engines shows clearly that the trend leads towards more re- alistic physics simulations, agent centered perception, and complex player inter- actions due to the rapidly increasing degrees of freedom that digital characters obtain. -
TO the VOTERS of the EIGHTH JUDICIAL DISTRICT Visiting in Colorado
LAS VEOAS WEATHER —TORT FARilSfORTH DAVID Sy CHARLES P. SQUIRES I POaEDGE MrtJtUlrtWffli TO Cooperative Observer COURTHOUSE Kg THE PSaAO.OF THE UNITED* LAS VI&A-J K£VA0» STATES, AND TO TKE REPUB August 9 7—7. no 7 is LIC FOR WHICH XT STANDS, A\jjfc%\_W. i HO TO August ItJ§_ I ii» w ONE NATION, INDIVISIBLE, August 127—— ll* 1* WITH UBERTY AND JUSTICS - -Augugt 4*L.r^=gfc^ TM~~ ""rjrr: Pm *rx-WetW>¥;- "AdtSB ff'71——1*1 - TT~ August 15 ,«.,.,., ''-_• 101' 08 Volume XXXVI, Number 33 LflB VEOAS, NEVADA, FRIDAY. AUGUST 16, 1940 FIVE CENTS PER COPY \ ThirteenSeek Tgp Becklep-Boles Wright-Marinello Hutri/itul Board - Two Of The Eleven Candidates In MoamtLpe R__\'^t. Atkinson Seeks ^ John William Park flBSERVATIONS Thirteen candidates are seeking Invitations have been Issued for New Beauty Salon positions on tha new nospital board Justice Of Tbe Peace Race tbe marriage of Eunice Lois Beck Senate Honeys T3 Crashes To Death || MM By CHARLES P. SQUIRES The opening of tne Wright-Mar which was created when the voters ley, daughter of Mr. and Mrs. Jake Harry T. Atkinson, candidate for inello Beauty Salon to tta new.quar of Las Vegas decided that tba Beckley of this oity, to David Ly- the nomination for -United States ters to the Friedman buUdlng next county hospital should be available Man Boles,, son of Mr, and Mrs. Senator at the coming primary At Santa Monica A SLAP ON THE WRIST to El Pottal Theatre last evening to paying patients.. Of these, three Lyman Boles of 360 South 11th E, eUectton is one of the distinguished Las Vegak was again shrouded to I am much amused at the edlto- was not only an outstanding social are those who were appointed by Salt Lake City, the rites to be attorneys of Nevada and has, Tor sorrow when fiie news came late .