A Sandbox for Modeling Social AI
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Download the Forecast Channel for the Wii and Keep the System Online, the Weather During the Game Will Reflect That of the Weather in Your Town Or City (Ex
Agatha Christie: And Then There Were None Unlockables Alternative Endings Depending on whether you save certain people during the course of the game, you'll receive one of 4 different endings. Unlockable How to Unlock Best Ending (Narracott, Get to Lombard before he dies, then attack Lombard and Claythorne murderer to save Claythorne. survive) Poor Ending (Narracott and Reach Lombard before he dies, and do not attack Lombard survive) the murderer. Reasonable Ending (Narracott Fail to reach Lombard before he dies, then attack and Claythorne survive) murderer to save Claythorne. Worst Ending (Only Narracott Fail to reach Lombard before he dies, and do not survives) attack the murderer. Alien Syndrome Unlockables Unlock Extra Difficulties In order to unlock the other two game difficulties, Hard and Expert, you must beat the game on the previous difficulty. Unlockable How to Unlock Unlock Expert Difficulty Beat the game on Hard Difficulty. Unlock Hard Difficulty Beat the game on Normal Difficulty. Animal Crossing: City Folk Unlockables Bank unlockables Deposit a certain amount of bells into bank. Unlockable How to Unlock Box of Tissues Deposit 100,000 bells into the bank. Gold Card Reach "VIP" status. Shopping Card Deposit 10,000 bells into the bank. Piggy Bank Deposit 10,000,000 Bells ------------------------------- Birthday cake Unlockable How to Unlock Birthday Cake Talk to your neighbors on your birthday ------------------------------- Harvest Set To get a furniture item from the Harvest Set, You must talk to Tortimer after 3pm on Harvest Day. He will give you a Fork and Knife pair, telling you that the 'Special Guest' hasn't shown up yet. -
Digitale Spiele Und Ökonomische Bildung - Theorieband Digitale Spiele Und Ökonomische Bildung - Theorieband
UNIVERSITY PRESS Kommerzielle digitale Spiele dienen in erster Linie der Unterhaltung. Aller- dings haben sie auch das Potenzial, einen Beitrag zur ökonomischen Bildung zu leisten, sowohl im Rahmen des Schulunterrichts und von Arbeitsgemeinschaften als auch beim normalen Spielen in der Freizeit. Insofern richtet sich dieses Buch an eine breite Zielgruppe: Neben Wirtschaftsdidaktikern, Lehrkräften und Lehr- amtsstudierenden kann dieses Buch Impulse für Personen liefern, die digitale Spiele in Arbeitsgemeinschaften oder zur außerschulischen Jugendarbeit einsetzen und dabei wirtschaftsbezogenes Lernen anregen möchten. Weiterhin können die Ausführungen für Spieler und ihr familiäres Umfeld von Interesse sein. Im vorliegenden Band werden theoretische Grundlagen des wirtschaftsbezogenen Lernens mit digitalen Spielen erörtert, u.a.: - Allgemeine spielbezogene Themen wie Eigenschaften und kulturelle Bedeutung von Spielen, Genreeinteilungen, Nutzerverhalten und mögliche Risiken des Spielens. - Didaktische Aspekte des Lernens mit digitalen Spielen wie Selektionskriterien von Spielen, Spielereigenschaften sowie Kontexte und Phasen des Lernens mit Spielen. FAU Lehren und Lernen 4 - Wirtschaftsdidaktische und wirtschaftswissenschaftliche Grundlagen und ihr Zusammenhang zu digitalen Spielen. Der zugehörige Praxisband enthält Spielvorstellungen inklusive Analysen ihres Lernpotenzials, Empfehlungen zum Unterrichtseinsatz und Arbeitsmaterialien. Holger Arndt Digitale Spiele und ökonomische Bildung - Theorieband Digitale Spiele und ökonomische Bildung -
000NAG Leipzig Supplement 2008
A FREE NAG SUPPLEMENT ON THE BIGGEST SHOW IN GAMING – SPONSORED BY ELECTRONIC ARTS AND LOOK & LISTEN editor michael james Green-haired jolly giants and [email protected] supplemental grunts geoff burrows dane remendes their stupid questions… art director chris bistline was going to list a whole lot of statistics and seats in the food courts, spend ages in the toilets senior designer chris savides numbers here about the convention and how and by the end of the day are carrying enough big and impressive it was, but this information rubbish from the show fl oor to make a donkey tide media I is terminally boring and ultimately meaningless to choke. I don’t like these people much because they p o box 237 olivedale everyone except executive types. Therefore, here’s get in the way, dominate press events with inane 2158 the light version: the Games Convention is Europe’s questions about release dates and “Will it have co- south africa tel +27 11 704 2679 premier gaming convention. It attracts all the op play?” They also don’t pay attention to what the fax +27 11 704 4120 major players in the business as well as thousands producer or developer is saying… you can almost of journalists from around the world and tens of see them cringe at some of the questions. They thousands of consumers. If you play games and live come from all over Europe; from small, obscure little in Germany, you have to be there. It’s big, it’s fun, and Websites that have a few hundred visitors a week. -
Carr-Cities-In-Video-Games
Cities in Video Games Diane Carr Reader in Media and Cultural Studies IOE UCL University College London Presentation for the Museum of London 24/10/2016 Game researchers and designers are playing with the idea of cities in games, and the use of games in cities. See also: https://www.theguardian.com/cities/2014/jun/10/watch- dogs-gtav-video-games-reshape-cities-sim-city-will-wright Marc Bonner, Parkour in Assassins Creed Unity “The experience of game space is similar to the everyday spatiotemporal experience of physical real architecture and its strategies of enabling limited or free agency to its users (Hirschfeld 1780, Lynch 1960, Appleton 1980, Appleton 1975). Cities in open world games are all about traversing within or against urban layouts by the performance of parkour abilities (de Certeau 1980, Deleuze/Guattari 1980). Urban chaos and vast wilderness are critical agents in today’s game worlds. Analysis requires an interdisciplinary approach - geography, philosophy, architectural theory and urbanism.” Emma Fraser, University of Manchester “Urban Ruins in Games” - Imagined ruins of real-world cities are increasingly common as settings for 3D RPG and FPS games - Games like The Last of Us and the Fallout series show ruinous cities influenced by science fiction films, dystopian literature, and urban exploration photography. Hellgate London (2008) The Last of Us (2013) Since the development of three dimensional video games in the early 1990s, settings of ruin and decay have been a staple of a number of game genres. Despite the fact that the decay or abandonment of human landscapes has been particularly prevalent in 3D, first and third-person games – e.g.