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Parity Games: Descriptive Complexity and Algorithms for New Solvers
Imperial College London Department of Computing Parity Games: Descriptive Complexity and Algorithms for New Solvers Huan-Pu Kuo 2013 Supervised by Prof Michael Huth, and Dr Nir Piterman Submitted in part fulfilment of the requirements for the degree of Doctor of Philosophy in Computing of Imperial College London and the Diploma of Imperial College London 1 Declaration I herewith certify that all material in this dissertation which is not my own work has been duly acknowledged. Selected results from this dissertation have been disseminated in scientific publications detailed in Chapter 1.4. Huan-Pu Kuo 2 Copyright Declaration The copyright of this thesis rests with the author and is made available under a Creative Commons Attribution Non-Commercial No Derivatives licence. Researchers are free to copy, distribute or transmit the thesis on the condition that they attribute it, that they do not use it for commercial purposes and that they do not alter, transform or build upon it. For any reuse or redistribution, researchers must make clear to others the licence terms of this work. 3 Abstract Parity games are 2-person, 0-sum, graph-based, and determined games that form an important foundational concept in formal methods (see e.g., [Zie98]), and their exact computational complexity has been an open prob- lem for over twenty years now. In this thesis, we study algorithms that solve parity games in that they determine which nodes are won by which player, and where such decisions are supported with winning strategies. We modify and so improve a known algorithm but also propose new algorithmic approaches to solving parity games and to understanding their descriptive complexity. -
Keep Kids Busy and Teach Real- World Skills with Board Games
Keep Kids Busy and Teach Real- World Skills with Board Games By Diane Nancarrow, MA, CCC-SLP KCC Director of Adolescent Programs If you’re hearing “I’m bored!” from your kids on a reg- ular basis, here’s an answer that sounds the same but is so much more fun: board games! Time at home with kids is a great opportunity to dust off those old games and remember the benefits of playing them as a family. Some extra benefits: Between smartphones, tablets, gaming systems and • Scrabble’s wooden tiles give wonderful tactile other devices, kids end up playing many games by pleasure. themselves. And let’s face it: pressing buttons on a • Trouble’s plastic dome forces a child to look and device is a lot easier than laying out a board, passing listen to the dice as they change. out money, moving your token, etc. • Chutes and Ladders teaches one-to-one corre- While many electronic games engage children in new spondence as kids move their markers and count and exciting ways, and some even involve physical the boxes. movement, board games also provide important learning opportunities. Since they are rarely complet- • Candy Land teaches colors. ed in a few short minutes, they encourage sustained • Monopoly encourages cooperation when choosing attention. Players must wait for others to complete who gets which iconic token. their turns while planning their own moves. • Parcheesi, Checkers, Sorry, and Aggravation teach When you play with your children, you help prepare turn-taking, strategy building, and patience. them to play with others. They will have the chance to respond to real people, watch facial expressions, body Board games appeal to our senses and are great to language, tone of voice, and the timing of their oppo- touch, see, and hear. -
The Poetics of Reflection in Digital Games
© Copyright 2019 Terrence E. Schenold The Poetics of Reflection in Digital Games Terrence E. Schenold A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: Brian M. Reed, Chair Leroy F. Searle Phillip S. Thurtle Program Authorized to Offer Degree: English University of Washington Abstract The Poetics of Reflection in Digital Games Terrence E. Schenold Chair of the Supervisory Committee: Brian Reed, Professor English The Poetics of Reflection in Digital Games explores the complex relationship between digital games and the activity of reflection in the context of the contemporary media ecology. The general aim of the project is to create a critical perspective on digital games that recovers aesthetic concerns for game studies, thereby enabling new discussions of their significance as mediations of thought and perception. The arguments advanced about digital games draw on philosophical aesthetics, media theory, and game studies to develop a critical perspective on gameplay as an aesthetic experience, enabling analysis of how particular games strategically educe and organize reflective modes of thought and perception by design, and do so for the purposes of generating meaning and supporting expressive or artistic goals beyond amusement. The project also provides critical discussion of two important contexts relevant to understanding the significance of this poetic strategy in the field of digital games: the dynamics of the contemporary media ecology, and the technological and cultural forces informing game design thinking in the ludic century. The project begins with a critique of limiting conceptions of gameplay in game studies grounded in a close reading of Bethesda's Morrowind, arguing for a new a "phaneroscopical perspective" that accounts for the significance of a "noematic" layer in the gameplay experience that accounts for dynamics of player reflection on diegetic information and its integral relation to ergodic activity. -
Games and Rules
Requirements for a General Game Mechanics Framework Imre Hofmann In this article I will apply a meta-theoretical approach to the question of how a game mechanics framework has to be designed in order to fulfil its task of ade- quately depicting or modeling the reality of game mechanics. I had two aims in mind when starting my research. I studied existing game theories and three game mechanics theories in particular in order to evaluate the state of the art of game mechanics theory. (Descriptive aim) The second aim followed on from these studies. With the results of my research I wanted to define the attributes a com- prehensive and general game mechanics theory might or – rather – needed to have. What are the general properties that such a theory should display? (Norma- tive aim) In my opinion the underlying mechanics of a game may be regarded in some way as its centerpiece. The reasons for this shall become clear over the course of this article. To begin with, I would like to make two terminological clarifications. First, I am not going to examine different game mechanics and typologies or categories of game mechanics. Instead, I will take a theoretical step backwards, so to speak, on the meta-level by analyzing and comparing different theories of game me- chanics (which themselves suggest categories and typologies). Secondly, I will use the expressions “game mechanics theory” “(game mechanics) framework” and “(game mechanics) model” synonymously. In my research I focused mainly on the following three key theories of game mechanics: 1. Carlo Fabricatore’s Gameplay and Game Mechanics Design (2007) 2. -
Week 3 Day 1: Designing Games with Conditionals
INTRODUCTION | CYBER ARCADE: PROGRAMMING AND MAKING WITH MICRO:BIT 3-1 | ELEMENTARY WEEK 3 DAY 1: DESIGNING GAMES WITH CONDITIONALS INTRODUCTION This week makers continue to use the Micro:bit microcontroller and begin coding and designing interactive games and art. ESSENTIAL QUESTIONS • How can we use code and math to create a fun game? • What is a conditional statement? • How do artists, engineers, and makers solve problems when they’re working? LEARNING OUTCOMES 1. Learn how to use code and conditionals to create a game. 2. Engage in project-based learning through problem-solving and troubleshooting by creating a game using a Micro:bit microcontroller and code. TEACHERLESSON | RESOURCE CYBER ARCADE: | CYBER PROGRAMMING ARCADE: PROGRAMMING AND MAKING AND WITH MAKING MICRO:BIT WITH MICRO:BIT 3-23-2 | | ELEMENTARY ELEMENTARY VOCABULARY Conditional: Set of rules performed if a certain condition is met Game mechanics: Basic actions, processes, visuals, and control mechanisms that are used to make a game Game designer: Person responsible for designing game storylines, plots, objectives, scenarios, the degree of difficulty, and character development Game engineer: Specialized software engineers who design and program video games Troubleshooting: Using resources to solve issues as they arise TEACHERLESSON | RESOURCE CYBER ARCADE: | CYBER PROGRAMMING ARCADE: PROGRAMMING AND MAKING AND WITH MAKING MICRO:BIT WITH MICRO:BIT 3-33-3 | | ELEMENTARY ELEMENTARY MATERIALS LIST EACH PAIR OF MAKERS NEEDS: • Micro:bit microcontroller • Laptop with internet connection • USB to micro-USB cord • USB flash drive • External battery pack • AAA batteries (2) • Notebook TEACHER RESOURCE | CYBER ARCADE: PROGRAMMING AND MAKING WITH MICRO:BIT 3-4 | ELEMENTARY They can also use the Troubleshooting Tips, search the internet for help, TEACHER PREP WORK or use the tutorial page on the MakeCode website. -
Brian Munroe Clerk of Courts Bucks County
Brian Munroe Clerk of Courts Bucks County The Docket March/April 2021 Unclaimed Bail A bail bond allows a defendant to be released from incarceration with conditions and a promise to return for court appearances. Bail is determined by a Magisterial District Judge or a Common Pleas Judge. Bail can be posted by the defendant on their own behalf, by a surety or bail bondsman. If a surety or bail bondsman post the bail, it is their responsibility to ensure the accused appears for their court appointments. During this process bail can be revoked or adjusted. Failure to appear can result in the full amount of the bail to be forfeited to the county. If the offender appears in court and the case has been concluded, the bail will be returned, minus a fee. After a case has been completed, our office is required to wait 30 days before the TYPES OF BAIL refund process can begin. We send a letter to the appropriate person, asking how they would like their refund directed. Collected bail money can be applied directly to court ROR– Released on costs or returned. The office will attempt to reach out three times to the current recognizance. No payment but address on file. If a defendant does not change their address with the Clerk of Courts signs a bond assuring future office, or does not authorize distribution of the refund, the money will remain in appearances. escrow. Over the last four decades a significant amount of bail has been unclaimed even though this money still belongs to the defendant or surety. -
Computer Game Flow Design, ACM Computers in Entertainment, 4, 1
LJMU Research Online Taylor, MJ, Baskett, M, Reilly, D and Ravindran, S Game theory for computer games design http://researchonline.ljmu.ac.uk/id/eprint/7332/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Taylor, MJ, Baskett, M, Reilly, D and Ravindran, S (2017) Game theory for computer games design. Games and Culture, 14 (7-8). pp. 843-855. ISSN 1555-4139 LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ Game theory for computer games design Abstract Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of game play within the different sections of a computer game, and demonstrate its application in practice via adapted high-level decision trees for modelling the flow in game play and payoff matrices for modelling skill or challenge levels. -
Games and Rules
Games as a Special Zone Motivation Mechanics of Games René Bauer PLAY AS POSSIBILITY SPACE In games, sheep might speak, mountains fly, spaces move, moons disappear and faces morph; men can shrink, avatars can be moved, time rewound or frogs blown up. What would be regarded as delusional laws, imaginations and crazy ideas in other areas, as described for example in Dr. Daniel Schreber’s 1903 book “Denkwürdigkeiten eines Nervenkranken” (Memories of a Neuropath), is a tangible and interactive reality in many games. It is the special zone in which games operate that makes these divergent rules and laws culturally possible. Huizinga identified a number of playful special zones such as arenas, card tables, “Magic Circles”, stages or temples. They are all playgrounds. “The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are tempo- rary worlds within the ordinary world, dedicated to the performance of an act apart.” (Huizinga 1955: 5) Thus, games (temporarily) position themselves against the ‘analog’ world with its fixed continuous rules that are based on atoms and their properties. The ana- log space surrounding us is bijective and continuous. It comes with three spatial dimensions, a continuous time and various resulting ‘laws’. The same applies to social and cultural conditions, which can also override or subvert games. This analog space and its rules become a complex, special set of rules in the much 36 | René Bauer more powerful possibility space of the games – or in other words: the analog space turns into another one of many game systems. -
Security in Online Gaming Bachelor Thesis Information Science
RADBOUD UNIVERSITY NIJMEGEN Security in online gaming Bachelor Thesis Information Science Rens van Summeren January 26, 2011 Online gaming has gone through an explosive growth in popularity during the last decade, and continues to grow at a great speed. With this growth in popularity and thus in the amount of players, the need for security also becomes increasingly clear. This thesis aims to provide a definition of security in online gaming, as well as security analysis for the various threats with examples and countermeasures. The goal is to help players and game developers assess online gaming security, and inform security experts about existing issues. CONTENTS 1 Introduction ................................................................................................................................... 1 Definition ............................................................................................................................... 1 Preface .................................................................................................................................. 1 2 Online Gaming ............................................................................................................................... 2 2.1 Why Look at the Security of Online Games? ................................................................... 2 2.2 Types of Online Games and Business Models ................................................................. 2 2.3 Massive Multiplayer Online Games ................................................................................ -
Complexity in Simulation Gaming
Complexity in Simulation Gaming Marcin Wardaszko Kozminski University [email protected] ABSTRACT The paper offers another look at the complexity in simulation game design and implementation. Although, the topic is not new or undiscovered the growing volatility of socio-economic environments and changes to the way we design simulation games nowadays call for better research and design methods. The aim of this article is to look into the current state of understanding complexity in simulation gaming and put it in the context of learning with and through complexity. Nature and understanding of complexity is both field specific and interdisciplinary at the same time. Analyzing understanding and role of complexity in different fields associated with simulation game design and implementation. Thoughtful theoretical analysis has been applied in order to deconstruct the complexity theory and reconstruct it further as higher order models. This paper offers an interdisciplinary look at the role and place of complexity from two perspectives. The first perspective is knowledge building and dissemination about complexity in simulation gaming. Second, perspective is the role the complexity plays in building and implementation of the simulation gaming as a design process. In the last section, the author offers a new look at the complexity of the simulation game itself and perceived complexity from the player perspective. INTRODUCTION Complexity in simulation gaming is not a new or undiscussed subject, but there is still a lot to discuss when it comes to the role and place of complexity in simulation gaming. In recent years, there has been a big number of publications targeting this problem from different perspectives and backgrounds, thus contributing to the matter in many valuable ways. -
Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning
Proulx, J. N., Romero, M., & Arnab, S. (2016). Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning. Simulation & Gaming, 1046878116674399. Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning. Jean-Nicolas Proulx1, Margarida Romero1, Sylvester Arnab2 Abstract Background: Using digital games for educational purposes has been associated with higher levels of motivation among learners of different educational levels. However, the underlying psychological factors involved in digital game based learning (DGBL) have been rarely analyzed considering self-determination theory (SDT, Ryan & Deci, 2000b); the relation of SDT with the flow experience (Csikszentmihalyi, 1990) has neither been evaluated in the context of DGBL. Aim: This article evaluates DGBL under the perspective of SDT in order to improve the study of motivational factors in DGBL. Results: In this paper, we introduce the LMGM-SDT theoretical framework, where the use of DGBL is analyzed through the Learning Mechanics and Game Mechanics mapping model (LM-GM, Arnab et al., 2015) and its relation with the components of the SDT. The implications for the use of DGBL in order to promote learners’ motivation are also discussed. Keywords Digital game based learning, DGBL, education, flow, game mechanics, learning mechanics, LM-GM, LMGM-SDT, motivation, self-determination theory, SDT. 1 Université Laval, Québec, Canada 2 Disruptive Media Learning Lab, Coventry University, UK Corresponding Author: Jean-Nicolas Proulx, Department of Teaching and Learning Studies, Université Laval, Québec, Canada. Email : [email protected] Educational technologies and motivation One of the persistent educational myths is that technology fosters learners’ motivation by itself (Kleiman, 2000). -
Game Complexity Vs Strategic Depth
Game Complexity vs Strategic Depth Matthew Stephenson, Diego Perez-Liebana, Mark Nelson, Ahmed Khalifa, and Alexander Zook The notion of complexity and strategic depth within games has been a long- debated topic with many unanswered questions. How exactly do you measure the complexity of a game? How do you quantify its strategic depth objectively? This seminar answered neither of these questions but instead presents the opinion that these properties are, for the most part, subjective to the human or agent that is playing them. What is complex or deep for one player may be simple or shallow for another. Despite this, determining generally applicable measures for estimating the complexity and depth of a given game (either independently or comparatively), relative to the abilities of a given player or player type, can provide several benefits for game designers and researchers. There are multiple possible ways of measuring the complexity or depth of a game, each of which is likely to give a different outcome. Lantz et al. propose that strategic depth is an objective, measurable property of a game, and that games with a large amount of strategic depth continually produce challenging problems even after many hours of play [1]. Snakes and ladders can be described as having no strategic depth, due to the fact that each player's choices (or lack thereof) have no impact on the game's outcome. Other similar (albeit subjective) evaluations are also possible for some games when comparing relative depth, such as comparing Tic-Tac-Toe against StarCraft. However, these comparative decisions are not always obvious and are often biased by personal preference.