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Reward: +3.1 Objective: Find Optimal Action in Each State to Maximize the Sum of Rewards
Smart Bots for Better Games: Reinforcement Learning in Production Olivier Delalleau Data Scientist @ Ubisoft La Forge Objective Share practical lessons from using RL-based bots in video game production Agenda 1. RL & games 2. Learning from pixels 3. Learning from game state 4. Learning from simulation 5. Epilogue 1.Reinforcement learning & games 2.Learning from pixels 3.Learning from game state 4.Learning from simulation 5.Epilogue [image source] [image sources: #1 #2 #3 #4 #5] Potential application #1: player-facing AI Blade & Soul (2016) Starcraft II (AlphaStar, 2019) Black & White (2001) Dota 2 [image sources: #1 #2 #3 #4] (OpenAI Five, 2018) Potential application #2: testing assistant Open World (Far Cry: New Dawn, 2019) Live multiplayer (Tom Clancy’s Rainbow Six Siege, 2015-…) [image sources: #1 #2] In this talk: prototypes @Ubisoft Goal: player-facing AI Goal: testing assistant What is reinforcement learning? state: enemy_visible=1 enemy_aimed=1 What is reinforcement learning? new state: enemy_visible=0 enemy_aimed=0 reward: +3.1 Objective: Find optimal action in each state to maximize the sum of rewards Q-values: Q(state, action) = sum of future rewards when taking an action in a given state action: ”fire” Taking the optimal action = taking the action with maximum Q-value Search/Planning vs RL Offline + … Runtime Q(푠0, 푎0) = 0.8 … Q(푠0, 푎1) = 0.7 [scientist icon by Vincent Le Moign] In a nutshell: why reinforcement learning? Automated AI generation from reward alone “If you can play, you can learn” It’s not magic (…) [icons from pngimg.com] 1.Reinforcement learning & games 2.Learning from pixels 3.Learning from game state 4.Learning from simulation 5.Epilogue [image source] Deep Q-Network (DQN) in action Human-level control through Deep Reinforcement Learning (Mnih et al. -
Ps4 Sales Surpass 6.0 Million Units Worldwide in Less Than 4 Months Since Launch
FOR IMMEDIATE RELEASE PLAYSTATION®4 (PS4™) SALES SURPASS 6.0 MILLION UNITS WORLDWIDE IN LESS THAN 4 MONTHS SINCE LAUNCH, RAPIDLY POPULARIZES A NEW WAY TO ENJOY SOCIAL INTERACTION THROUGH GAMING PS4 Software Sales Reach 13.7 Million, Users Fully Embrace the World of PS4, and Demonstrates Further Enhancement of the Network Service’s Ecosystem With 100 Million Shares Captured, More than 56 Million Spectate Sessions and a Dramatic Increase of PlayStation®Plus Subscriptions Tokyo, March 4, 2014 – Sony Computer Entertainment Inc. (SCE) today announced that the PlayStation®4 (PS4™) computer entertainment system has cumulatively sold through more than 6.0 million units*1 globally as of March 2, 2014 (JST). This also includes the 370,000 units sold through in Japan since its launch on February 22. PS4 software sales also remain strong with more than 13.7 million*2 copies sold in retail stores worldwide and through digital downloads on PlayStation®Store as of March 2, 2014 (JST). Over 30 exciting titles*3 are available from SCE Worldwide Studios (SCE WWS) and the industry’s best software developers and publishers, including the independent development community. This incredible line-up reflects the strong support for PS4 among developers and publishers, and has led the platform’s accelerated momentum and expansion. A few of the top selling titles included KILLZONE SHADOW FALL (SCE WWS), which has already sold over 2.1 million units worldwide, KNACK (SCE WWS), Call of Duty: Ghosts (Activision), FIFA14 (Electronic Arts), Battlefield 4 (Electronic Arts), and Assassin’s Creed: IV Black Flag (Ubisoft Entertainment). Titles developed by the independent development community such as Contrast (Complusion Gams), Warframe (Digital Extremes) and Don’t Starve: Console Edition (Klei Entertainment), have also been highly acclaimed by gamers. -
3.2.1.1 Deus Ex: Human Revolution
Prohlášení o autorství Prohlašuji, že tato práce je mým původním autorským dílem, které jsem vypracoval samostatně. Všechny zdroje, prameny a literaturu, které jsem při vypracování používal nebo z nich čerpal, v práci řádně cituji s uvedením úplného odkazu na příslušný zdroj. Vedoucí práce: Mgr. Jiří Chmelík, Ph.D. Poděkování Chtěl bych tímto způsobem poděkovat Mgr. Jiřímu Chmelíkovi, Ph.D. za to, že v dobách hledání, strádání a nejistoty nejen, že odhodlaně přijal pozici garanta této práce, ale hlavně plně projevil svou benevolenci a shovívavost týkající se mého přístupu v průběhu celého procesu. Dále bych chtěl poděkovat MgA. Heleně Lukášové v pozici konzultanta za její nadšení a optimismus, ale i za hlas, který mne neustále motivoval k tomu, abych všechny tyto a veškeré následující řádky doopravdy sepsal. První kapitolu bych jen těžko koncipoval nebýt serveru www.root.cz a jeho seriálu Historie vývoje počítačových her, který výtečně zdokumentoval nejdůležitější milníky herního průmyslu a nesmírně mi pomohl nastínit a představit vývoj vlasů u her sedmdeátých a osm- desátých let. V neposlední řadě bych chtěl poděkovat svým rodičům, svým relativně silným nervům a vlastně i všem svatým za to, že jsem se vůbec narodil, zvládl vyrůst po téměř všech stránkách s důstojností sobě vlastní a dokázal se relativně ve zdraví dožít tohoto vzácného okamžiku. Předběžné shrnutí Tato práce analyzuje historii a moderní principy tvorby a následného vykreslování vlasů a účesů v počítačových hrách a přináší další postup, který by mohl daný proces obohatit a s trochou štěstí a nadsázky udat určitý trend pro vývoj v nejbližších letech. Její hlavní část představuje a také vysvětluje přiložený kód a jeho funkci a pokusí se důvěryhodně nastínit, jak a proč je vytvořen právě tímto způsobem. -
A Rhizomatic Reimagining of Nintendo's Hardware and Software
A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American -
Infamous Second Son Pc Crack
Infamous second son pc crack Continue Infamous Second Son is a role-playing game in which you play Delsin Rowe. Delsin Rowe can control and use some things as a weapon. He has a superpower drawing smoke from his surroundings and using it on this enemy. The infamous second son comes after the death of Cole McGrath, who sacrificed his life to save humanity from an unknown plague. inFamous SecondSon was released only for PS4. But, due to the huge demand for PC and PS3 compatible versions, we cracked the original, which will play to be a PC as well as a PS3. You don't need an emulator to play inFamous second son on your computer. Download The InFamous Second Son game from the links below and play Infamous Second Son Full Version for free on your computer. InFamous Second Son is rated R for Blood, Drug Handbook, Language, Sexual Themes and Violence by ESRB. Download .iso files for inFamous Second Son by clicking on the appropriate image. For security purposes, and to protect links from leechers, we have created a DLC container. You need to use jDownloader to download files. Dowload jDownloader here Set the file. Open JDownloader. Go to the links add links to the zgt; Add the container to the DLC Click on the top to start downloading The Minimum System Requirements for the Intel PC processor, it would be at least the Core 2 Deo E4500 2.4GHx processor with Ge GT 340, 2GB of RAM, 32GB hard drive, DirectX 10.0, and running on WindowsForce or 7. -
He Uses of Humor in Native American and Chicano/A Cultures: an Alternative Study Of
The Uses of Humor in Native American and Chicano/a Cultures: An Alternative Study of Their Literature, Cinema, and Video Games Autora: Tamara Barreiro Neira Tese de doutoramento/ Tesis doctoral/ Doctoral Thesis UDC 2018 Directora e titora: Carolina Núñez Puente Programa de doutoramento en Estudos Ingleses Avanzados: Lingüística, Literatura e Cultura Table of contents Resumo .......................................................................................................................................... 4 Resumen ........................................................................................................................................ 5 Abstract ......................................................................................................................................... 6 Sinopsis ......................................................................................................................................... 7 Introduction ................................................................................................................................. 21 1. Humor and ethnic groups: nonviolent resistance ................................................................ 29 1.1. Exiles in their own land: Chicanos/as and Native Americans ..................................... 29 1.2. Humor: a weapon of mass creation ............................................................................. 37 1.3. Inter-Ethnic Studies: combining forces ...................................................................... -
Solide Performance De Plusieurs Titres Du Back-Catalogue
UBISOFT® ANNONCE SON CHIFFRE D’AFFAIRES DU TROISIEME TRIMESTRE 2019-20 Solide performance de plusieurs titres du back-catalogue ▪ Net bookings du troisième trimestre de 455,5 M€, supérieur à l’objectif d’environ 410,0 M€ ▪ Net bookings des neuf premiers mois En M€ Variation En % du net bookings total 9 mois publiée 9 mois 9 mois 2019-20 vs. 2018-19 2019-20 2018-19 Chiffre d’affaires IFRS15 1 113,7 -16,2% na na Net bookings 1 116,6 -17,4% na na Net bookings digital 888,8 -1,0% 79,6% 66,4% Net bookings PRI1 474,0 +7,4% 42,5% 32,6% Net bookings back-catalogue 764,7 -9,3% 68,5% 62,3% ▪ Solide activité sur PC et Consoles : - 4,5 milliards d’heures jouées sur l’année calendaire 2019 vs 2,0 milliards en 2016 - Stabilité à un niveau élevé du nombre de joueurs actifs, des MAUs2 et du PRI1 au troisième trimestre fiscal par rapport à l’année dernière ▪ Tom Clancy’s Rainbow Six® Siege : - Plus de 55 millions de joueurs enregistrés - MAUs² records pour un mois de décembre - Accélération de la croissance du PRI1 sur le troisième trimestre fiscal ▪ Nouveau pic de revenus par jour et par joueur (DARPU²) - Classé 7ème jeu PC le plus impactant par The Esports Observer (Q3 calendaire 2019) ▪ Assassin’s Creed® Odyssey : très forte progression sur les 9 premiers mois 2019-20 du sell-through, de l’engagement quotidien et du PRI1, en hausses respectives d’environ 50%, 60%, et 140% par rapport à Assassin’s Creed® Origins ▪ Just Dance® 2020 : sell-through en forte progression par rapport à Just Dance® 2019 ▪ Très forte croissance des revenus de Uplay : +73% sur les 9 mois 2019-20 ▪ Confirmation des objectifs annuels 2019-20 et 2020-21 1 Player Recurring Investment/investissement récurrent des joueurs (ventes d’items, DLC/Season Pass, abonnements, publicités) 2 Monthly Active Users/Utilisateurs actifs mensuels. -
Cloud Gaming
Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. -
The Moral Choice of Infamous: Law and Morality in Video Games
University of Wollongong Research Online Faculty of Law, Humanities and the Arts - Papers Faculty of Arts, Social Sciences & Humanities 1-1-2015 The moral choice of inFAMOUS: law and morality in video games Michael Barnett University of Wollongong Cassandra E. Sharp University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/lhapapers Part of the Arts and Humanities Commons, and the Law Commons Recommended Citation Barnett, Michael and Sharp, Cassandra E., "The moral choice of inFAMOUS: law and morality in video games" (2015). Faculty of Law, Humanities and the Arts - Papers. 2429. https://ro.uow.edu.au/lhapapers/2429 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] The moral choice of inFAMOUS: law and morality in video games Abstract With increasing capacity for real-life simulation, high definition graphics, and complex interactive narrativity, video games now offer a high level of sophisticated engagement for players, which contribute significantly ot their widespread popular support. As an extremely prevalent sub-culture of new media, they also provoke jurisprudential investigations. This article acknowledges the culturally constructed nature of playing video games, and helps to explore the normative expectations of law that might be facilitated by the narrative structures inherent within the game itself. It does so by exploring one game series within this framework and asks what meaning can be transformed about issues of law, morality and power from playing these games. By analysing and critiquing the way in which both the narrative and the mechanics of this particular game shape our understanding of the relationship between power, law and morality, we argue that Infamous reflects a normative privileging of natural law. -
How Third Party Reviews Affect Firm Value an Event Study in the Video Game Industry
Kim Andreas Hermansen & Jarl Romeo Bratli ________________________________ How third party reviews affect firm value An event study in the video game industry Masteroppgave i økonomi og administrasjon Handelshøyskolen ved HiOA Abstract The purpose of this thesis is to examine the relationship between third party reviews and firm value in the video game industry. This topic has been debated in the media, but no previous research has examined the relationship. Our study aims to fill this gap in research. We find that third party reviews affect firm value. This effect is limited to good reviews, while bad reviews do not affect firm value alone. We also find that investors do not react on a single important review, but rather wait until more information is available. Our study also shows that anticipation, for a video game, plays a big part in the effect third party reviews has on firm value. Higher anticipation for a video game increases the impact third party reviews has on firm value. Our findings can improve further research that examines the effect of third party reviews on other economic variables, like revenue. Sammendrag Formålet med denne studien er å undersøke forholdet mellom tredjeparts anmeldelser og firmaverdi i spillindustrien. Forholdet har blitt debattert i media, men det har ikke blitt forsket på tidligere. Vår studie prøver å bidra til dette forskningstemaet. Vi finner at tredjeparts anmeldelser påvirker firmaverdi. Denne effekten er avgrenset til gode anmeldelser, mens dårlige anmeldelser ikke påvirker firmaverdi alene. Vi finner også at investorer ikke reagerer på én viktig anmeldelse, men heller venter til mer informasjon er tilgjengelig. -
Elenco-Giochi-Usati.Pdf
Elenco aggiornato il 09/07/2021 Il servizio di ritiro usato è un'attività che viene svolta SOLO in Negozio Recati nel Negozio più vicino a te per conoscere la valutazione dei giochi. L'elenco e le valutazioni sono soggette a variazioni; Il ritiro dei giochi usati è a discrezione del Negozio, il gioco deve essere in buone condizioni, completo di scatola e manuale e in versione Europea (PAL). Il codice ean deve corrispondere; EAN TITOLO PIATTAFORMA 45496420178 1-2 SWITCH NSW NINTENDO SWITCH 45496426347 51 WORLDW GAMES NSW NINTENDO SWITCH 5060327535468 A.O.T. 2 FINAL BATT. NSW NINTENDO SWITCH 3307216112006 AC 3+AC LIBER.REM. NSW NINTENDO SWITCH 3307216148401 AC REBEL COLLECTION NSW NINTENDO SWITCH 5060146468428 ALADDIN & LION KING NSW NINTENDO SWITCH 45496425463 ANIMAL CROSS.NEW H.NSW NINTENDO SWITCH 3499550384352 AO TENNIS 2 NSW NINTENDO SWITCH 5060327534409 AOT 2 NSW NINTENDO SWITCH 3499550362077 AQUA MOTO RACING NSW NINTENDO SWITCH 45496420352 ARMS SWITCH NINTENDO SWITCH 45496424701 ASTRAL CHAIN NSW NINTENDO SWITCH 5060327535314 ATELIER LULUA NSW NINTENDO SWITCH 45496428594 AVANCE WARS 1+2 NSW NINTENDO SWITCH 45496421472 BAYONETTA 2 NSW NINTENDO SWITCH 5060528033459 BEN 10: POWER TRIP NSW NINTENDO SWITCH 5026555067973 BIOSHOCK THE COLLECTION NINTENDO SWITCH 8023171043265 BLOODSTAINED NSW NINTENDO SWITCH 5026555068093 BORDERLANDS LEGENDARY C. NINTENDO SWITCH 45496425937 BRAIN TRAINING NSW NINTENDO SWITCH 45496426125 BRAVELY DEFAULT II NSW NINTENDO SWITCH 5030946124008 BURNOUT PARAD RE.NSW NINTENDO SWITCH 3391892009743 C. TSUBASA RISE OF NSW NINTENDO SWITCH 45496422349 CAPTAIN TOAD NSW NINTENDO SWITCH 5026555067386 CARNIVAL GAMES NSW NINTENDO SWITCH 5051891149618 CARS 3 NS NINTENDO SWITCH 3760156486413 CATS AND DOG NSW NINTENDO SWITCH 5030917294211 CRASH BANDICOOT 4 NSW NINTENDO SWITCH 5030917236778 CRASH BANDICOOT NSW NINTENDO SWITCH 5030917269844 CRASH TEAM RAC. -
Annunciato Mario+Rabbids Kingdom Battle,Speciale E3
Speciale E3 – Ubisoft annuncia The Crew 2 Ubisoft annuncia The Crew 2, nuovo capitolo per il famoso gioco di corse, è stato mostrato uno spettacolare trailer. Nel gioco, come si vede dal trailer, si possono guidare oltre alle auto da corsa: fuoristrada, moto da cross, motoscafi, elicotteri e molto altro ancora. The Crew 2 uscirà durante il 2018 per PS4, Xbox One e PC, ma sarà preceduto da una beta che sarà annunciata più avanti. Speciale E3 – Annunciato Mario+Rabbids Kingdom Battle Ubisoft sta per sfornare un nuovo gioco per Switch, si intitoleràMario+Rabbids Kingdom Battle e sarà uno strategico a turni che supporterà multiplayer co-op in locale. Hanno mostrato un video gameplay e un trailer. Mario+Rabbids uscirà per Switch il 29 agosto. Speciale E3 – Ubisoft Inizierà tra poco la conferenza Ubisoft all’E3. Abbiamo già assistito all’annuncio di Assassin’s Creed: Origins durante la conferenza Microsoft ma ci aspettiamo ulteriori sorprese dalla software house transalpina. Vi ricordiamo la diretta sul nostro canale Youtube. Mario + Rabbids Kingdom Battle Era già stato leakato qualche giorno ma ora eccolo qui: fa la sua comparsa Mario+Rabbids Kingdom Battle, un curioso crossover che unisce la mascotte Nintendo e un brand in qualche modo importante dell’universo Ubisoft. Uscirà il 29 agosto solo per Nintendo Switch. Assassin’s Creed: Origins Dopo l’anno di silenzio della saga, ecco che torna su console e PC il nuovo capitolo che racconterà la storia della nascita della Confraternita, in arrivo il 27 ottobre 2017. The Crew 2 Ed ecco che l’aria cambia: il famoso open-world online automobilistico uscirà nel 2018, ma sarà disponibile presto in versione beta.