A06 Glossary 53182-04P 27..30

Total Page:16

File Type:pdf, Size:1020Kb

A06 Glossary 53182-04P 27..30 THIS DOCUMENT IS IN DRAFT FORM, INCOMPLETE AND SUBJECT TO CHANGE AND THAT THE INFORMATION MUST BE READ IN CONJUNCTION WITH THE SECTION HEADED ‘‘WARNING’’ ON THE COVER OF THIS DOCUMENT. GLOSSARY OF TECHNICAL TERMS This glossary contains definitions of certain terms used in this document in connection with our Company and our business. Some of these may not correspond to standard industry definitions. ‘‘AAA title’’ an informal classification for high-quality games, typically developed by a professional team with large amount of time and investment and published by renowned publishers ‘‘ACG’’ a subculture of Greater China particularly referring to Japanese anime, comics and games, or the fictional world or characters created in such work ‘‘App Annie’’ a mobile data and analytics platform ‘‘ARPU’’ average revenue per month per monthly active account, which is calculated by dividing the revenue generated from a particular mobile game or all our mobile games, as applicable, for the respective period by the total MAUs of the particular mobile game or the aggregate of the total MAUs of all our mobile games, as applicable, for that period ‘‘beta testing’’ a form of pre-launch external player acceptance testing, which is usually accessible to a limited number of game players and used to obtain feedback regarding game quality ‘‘C++ language’’ a general-purpose programming language, as an extension of the C programming language ‘‘CAGR’’ compound annual growth rate ‘‘casual game’’ a genre of games that feature relatively simple but attractive gameplay presented in a minimalistic fashion ‘‘CCG’’ collectable card game, a genre of games that are played by using specially designed sets of playing cards, combining the appeal of collecting with strategic gameplay ‘‘client game’’ a category of PC games that need to be downloaded for playing ‘‘cloud gaming’’ also known as gaming on demand, a type of online gaming that runs games on remote servers and streams them directly to a game player’sdevice ‘‘CPC’’ cost per click, a pricing model where advertising is paid on the basis of each click of the advertisement ‘‘CPM’’ cost per mille, a pricing model where advertising is paid on the basis of thousand impressions – 27 – THIS DOCUMENT IS IN DRAFT FORM, INCOMPLETE AND SUBJECT TO CHANGE AND THAT THE INFORMATION MUST BE READ IN CONJUNCTION WITH THE SECTION HEADED ‘‘WARNING’’ ON THE COVER OF THIS DOCUMENT. GLOSSARY OF TECHNICAL TERMS ‘‘CPT’’ cost per time, a pricing model where advertising is paid on the basis of a fixed period of time ‘‘cumulative registered players’’ the cumulative number of accounts which have existed in any or all of our mobile games, as applicable, in the given period ‘‘free-to-play’’ a business model used in the game industry, under which game players can download and play without paying up-front cost ‘‘grand strategy wargame’’ a type of games that focus on grand strategy, containing various techniques and features to simulate military strategies ‘‘gross billing’’ the total amount paid by paying players for in-game purchases during a given period ‘‘IP’’ intellectual property ‘‘MAUs’’ the total number of accounts which access a particular game or any or all of our mobile games, as applicable, at least once during a given month. For a particular mobile game, average MAUs are calculated by dividing the total MAUs of the game for the period by the number of months within that period during which the game is in operation. For all of our mobile games, average MAUs are calculated by dividing the aggregate of the total MAUs of the games for the period by the number of months within the period during which any of the games is in operation ‘‘midcore to hardcore game’’ a game with relatively complex playing method and relatively developed storyline, including MMORPG, CCG and SLG, among others ‘‘MMORPG’’ massively multiplayer online role-playing game, a genre of games that combine role-playing games and massively multiplayer online games in which a large number of players interact with one another within a virtual world ‘‘MOBA’’ multiplayer online battle arena, a genre of games in which each game player controls a single character, usually from an isometric perspective on a map, as part of a team competing against another team of game players, with the ultimate goal to destroy the opposing team’s main structure – 28 – THIS DOCUMENT IS IN DRAFT FORM, INCOMPLETE AND SUBJECT TO CHANGE AND THAT THE INFORMATION MUST BE READ IN CONJUNCTION WITH THE SECTION HEADED ‘‘WARNING’’ ON THE COVER OF THIS DOCUMENT. GLOSSARY OF TECHNICAL TERMS ‘‘MPUs’’ the total number of accounts which contribute to gross billings for any or all of our mobile games, as applicable, at least once during a given month. For a particular mobile game, average MPUs are calculated by dividing the total MPUs of the game for the period by the number of months within that period during which the game is in operation. For all of our mobile games, average MPUs are calculated by dividing the aggregate of the total MPUs of the games for the period by the number of months within the period during which any of the games is in operation ‘‘physically based rendering’’ an approach in computer graphics that renders graphics in a way accurately modeling the flow of light in the real world ‘‘paying user, paying player’’ in any given period, the account which contributes to gross billings for a particular game, a particular game genre or any or all of our games, as applicable ‘‘QR code’’ a machine-readable code consisting of an array of black and white squares, typically used for storing URLs or other information for reading by the camera on a smartphone ‘‘real 3D’’ a game graphic which is computed in three-dimensional space with z-axis allowing game players to spin around with a 360- degree view in the game ‘‘regional version’’ a version of any of our mobile games which embraces one or more language(s) and is published through self-publishing or third-party publishing in one or more region(s) ‘‘SLG’’ simulation game, a genre of games that attempt to emulate various activities from real life in the game format ‘‘STG’’ shooting game, a genre of action games in which game players are engaged in combat with opponents by shooting and progress through the game by carrying out quests ‘‘turn-based’’ a gameplay that requires game players to take turns when playing ‘‘Unity 3D’’ a cross-platform 3D game engine developed by Unity Technologies ‘‘Unreal Engine 4’’ a game engine developed by Epic Games – 29 – THIS DOCUMENT IS IN DRAFT FORM, INCOMPLETE AND SUBJECT TO CHANGE AND THAT THE INFORMATION MUST BE READ IN CONJUNCTION WITH THE SECTION HEADED ‘‘WARNING’’ ON THE COVER OF THIS DOCUMENT. GLOSSARY OF TECHNICAL TERMS ‘‘virtual item’’ an item, avatar, skill, privilege or other in-game consumable, feature or functionality that game players use to extend their gameplay, enhance or personalize their game environments and accelerate their progress in our games ‘‘web game’’ a category of PC games that are played over the internet by using web browsers – 30 –.
Recommended publications
  • Artificial General Intelligence in Games: Where Play Meets Design and User Experience
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The IT University of Copenhagen's Repository ISSN 2186-7437 NII Shonan Meeting Report No.130 Artificial General Intelligence in Games: Where Play Meets Design and User Experience Ruck Thawonmas Julian Togelius Georgios N. Yannakakis March 18{21, 2019 National Institute of Informatics 2-1-2 Hitotsubashi, Chiyoda-Ku, Tokyo, Japan Artificial General Intelligence in Games: Where Play Meets Design and User Experience Organizers: Ruck Thawonmas (Ritsumeikan University, Japan) Julian Togelius (New York University, USA) Georgios N. Yannakakis (University of Malta, Malta) March 18{21, 2019 Plain English summary (lay summary): Arguably the grand goal of artificial intelligence (AI) research is to pro- duce machines that can solve multiple problems, not just one. Until recently, almost all research projects in the game AI field, however, have been very specific in that they focus on one particular way in which intelligence can be applied to video games. Most published work describes a particu- lar method|or a comparison of two or more methods|for performing a single task in a single game. If an AI approach is only tested on a single task for a single game, how can we argue that such a practice advances the scientific study of AI? And how can we argue that it is a useful method for a game designer or developer, who is likely working on a completely different game than the method was tested on? This Shonan meeting aims to discuss three aspects on how to generalize AI in games: how to play any games, how to model any game players, and how to generate any games, plus their potential applications.
    [Show full text]
  • Guide to Darkest Hour Index Introduction
    Guide to Darkest Hour Index Introduction......................................................................................................................................................4 New concepts...................................................................................................................................................5 Claims.........................................................................................................................................................5 Decisions.....................................................................................................................................................6 New Spying System....................................................................................................................................7 Improved trade system and stockpiles........................................................................................................8 Mobilization system....................................................................................................................................8 Automatic release of nations.....................................................................................................................10 Changes to the rebel system......................................................................................................................11 Actions and commands with triggers........................................................................................................11 Events
    [Show full text]
  • Bab I Pendahuluan
    BAB I PENDAHULUAN 1.1 Latar Belakang Meningkatnya perkembangan teknologi di era modern, merupakan salah satu proses dari globalisasi. Globalisasi dapat diartikan sebagai era kemajuan pengetahuan, alat transportasi, serta teknologi tanpa batas. Teknologi komunikasi informasi berkembang dengan sangat cepat ini tentunya memberikan manfaat yang besar bagi kehidupan manusia. Berbagai bidang kehidupan manusia mulai menerapkan berbagai perangkat berteknologi baru guna memudahkan kamunikasi dan pekerjaan (Sendari, 2019) . Salah satu efek dari globalisasi di bidang teknologi adalah terciptanya komputer, melalui komputer individu dapat saling terhubung bila memiliki jaringan internet. Jaringan internet memudahkan setiap individu untuk berbagi informasi, berinteraksi dengan individu lain yang menggunakan internet. Hal tersebut mengubah perilaku individu menjadi lebih modern. Salah satu contohnya adalah pergantian prilaku cara mengirim surat menjadi lebih praktis seperti penggunaan e-mail, atau aplikasi media sosial lainnya. 1 Tabel 1.1 20 Negara dengan Pengguna Internet Tebanyak sumber: Internet World Stats, 2019 Menurut data dari Internet World Stats (2020), China menjadi negara dengan pengguna internet terbanyak yakni 22,5 juta pengguna, sementara Indonesia berada di peringkat ke- 5 sebanyak 2 juta pengguna dan pertumbuhan internet sebesar 7,063%. Lalu menurut Digital Agency Indonesia pada tahun 2019 total populasi masyarakat Indonesia pada Januari 2019 diketahui sebanyak 355,5 juta pengguna ponsel. Hal ini membuat presentase pengguna ponsel lebih besar 133% dari jumlah asli masyarakat Indonesia. Dapat disimpulkan bahwa sebagian masyarakat Indonesia memiliki lebih dari satu ponsel. 2 sumber: Tomato Digital Indonesia , 2019 Gambar 1.1 Jumlah Pengguna Smartphone di Indonesia Masyarakat Indonesia tentunya menghabiskan banyak waktu online dalam satu hari. Selama 2019, pengguna internet di Indonesia yang berusia 16 hingga 64 tahun memiliki waktu rata-rata selama 7 jam 59 menit per hari untuk berada di dunia maya.
    [Show full text]
  • Share Purchase Agreement Wiki
    Share Purchase Agreement Wiki Wash remains frightened: she baized her dodder veils too exhilaratingly? Fuzzy and tappable Salomon desulphurizing almost terrifyingly, though Whittaker recognize his Locke cued. Myocardial Oleg archives very millesimally while Jerrome remains fundamentalist and unfeigning. Also a skill by creating an integral part of their fighting one of the skin ist bereits auf reddit dealt a purchase agreement and give parties should have fallen out about military, chart blanks for They get free items used by wiki roblox pen tapping to share information. Please provide additional comments. We make sure food and purchase agreement is a bank: original owner of skin away from actionable meeting mgk in description, as people who you. Click Here: How to Use Elevare. What a wiki and! Please set the appropriate Org to flash the desired page. Data helps make Google services more gratitude for you. Download new sounds today your push your tracks to weight heights! Fair use this wiki is here are always presented by clicking on a purchase yourself on this wiki! Shop the brands you love at the best shopping mall in Spokane Valley. Learn new and interesting things. This case does not belong to you. Palm tree seeds can be planted in a common pot to make at palm seedling, which grows into each palm sapling; the sapling can be planted in a fruit tree patch could be grown into a spice tree. At least one free of letter. Toyota vin number of another element of your purchase agreement, code and salt in everything: free vip in order to wiki is.
    [Show full text]
  • How Do You Say Watermelon?
    Transmotion Vol 3, No 1 (2017) How do you say watermelon? JEANETTE BUSHNELL, JONATHAN TOMHAVE, TYLOR PRATHER We borrowed words from Thurman Hester’s sharing of Choctaw language and pedagogy for our title, “How do you say watermelon?” The elder’s question exemplified Choctaws’ respectful teaching while encouraging the student to find and understand relationships. Similarly, this paper presents the position and process of postindian gamer by centralizing experience, ours and the readers’ as conveyed via story. Our story of postindian gamers grounds itself in our experiences playing and learning about Sla’hal and other games played on Turtle Island prior to the colonizing invasion that began in 1492. We come as colonizer educated, indian educated, and indian educated postindians, using Vizenor’s vernacular. We come with indigenous lived experiences and recipients of teachings by indigenous elders of our ancestral nations as well as elders who are local to our current living place of Lushootseed speaking peoples of the Salish Sea. We name ourselves Postindian Gamers and Turtle Islanders—aləshək s’chəgwutsidabsh in local Lushootseed language. We call upon our experiences and the experiences of those who came before us. Our actions include creating and visioning a future of survivance gaming and games of survivance. We strive to bring historic philosophies of Turtle Islanders to contemporary gaming with an enactment of such philosophies in game goals, mechanics, aesthetics, language, value. This paper has four separately styled sections to create varied opportunities for readers to experience how very old indigenous games, particularly Sla’hal, inform contemporary game development (Adams et al.; Tomhave; Bushnell).
    [Show full text]
  • Age of Civilizations 2 Cheats Android Age of History II Mod Apk
    age of civilizations 2 cheats android Age of History II Mod Apk. Modify gold is unlimited! Google Market for $ 4.99 good games, paid games to play for free! Latest Version: 1.01584. Updated: Nov 5, 2020. Google downloads: 30. Os: Android 4.0、4.0.1、4.0.2 (ICE_CREAM_SANDWICH) Age of Civilizations II is a grand strategy wargame that is simple to learn yet hard to master.Your objective is to use military tactics and cunning diplomacy to either unify the world, or conquer it.Will the world bleed out or bow before you? The choice is yours..Approach to the HistoryAge of Civilizations II goes through the whole history of humanity, Age by Age, beginning in the Age of Civilizations and leading into the far futureHistorical Grand CampaignPlay as many Civilizations ranging from the largest empire to the smallest tribe, and lead your people to glory in a campaign spanning thousands of years from the dawn of civilization to the future of mankindMain FeaturesDetailed map of the world with many historical bordersDeeper diplomatic system between CivilizationsPeace treatiesRevolutionsCreate own History using in-game editorsHotseat, play with as many players as Civilizations in scenario!Terrain TypesMore detailed diversity of PopulationsEnd game timelapsesCreate own world and play it!Scenario Editor, create own historical or alternate history scenarios!Civilization CreatorFlag makerWasteland Editor. Read the contents of your USB storage: Allows the app to read the contents of your USB storage. Age of History II v1.01584_ELA mod. Mod Info: Modify gold is unlimited! Google Market for $ 4.99 good games, paid games to play for free! Age of History II v1.01584_ELA mod.
    [Show full text]
  • Fantasy Versus Reality: How Video Game and Book Genres Associate with Creative Thinking
    Linnaeus University Faculty of Health and life sciences Department of Psychology Master Thesis 5PS22E, 30 ECTS Spring 2019 Fantasy versus Reality: How video game and book genres associate with creative thinking Author: Biljana Stanisic Supervisor: Jens Agerström, prof. Examiner: Laszlo Harmat, Associate Senior Lecturer Abstract Video games have suffered a negative reputation regarding their influence on children and adolescents, in comparison to its “well-behaved” counterpart, books. Nevertheless, the world of video games is much more diverse than imaginable – from fantasy to reality – and it is possible that different types of video games have different effects on human cognition and behavior. To fill a gap in research, fantasy and non-fantasy genres were the focal point of the correlational study. In this study, we analyze how video game playing habits, video game genre preference, book reading habits and book reading preferences are correlated with creative thinking. Construal level theory explains the importance of psychological distances in enhancing creativity. Fantasy and fiction content, as well as role play, are theorized to be part of creativity due to generation of distance and abstract thinking. Creativity was measured by insight problems and a categorization task. Abstract thinking was also measured by the Behavioral Identification Form. The questionnaire was given out to 154 students during lunch hours at a university in Sweden, throughout the period of March 2019. The results indicated that preference in a genre, whether gaming or literature, did not indicate significant differences in creative thinking. However, the consumption and habit of playing role-play games showed a significant correlation to creativity in comparison to its “rival” – action games.
    [Show full text]
  • Ekonomie Her a Internetu
    Vysoká škola ekonomická v Praze Fakulta managementu v Jindřichově Hradci Bakalářská práce Martin Bambule 2008 Vysoká škola ekonomická v Praze Fakulta managementu v Jindřichově Hradci Ekonomie her a internetu Vypracoval: Martin Bambule Vedoucí bakalářské práce: Ing. Pavel Pokorný J.Hradec, únor 2008 Prohlášení Prohlašuji, že bakalářskou práci na téma “Ekonomie her a internetu“ jsem vypracoval samostatně. Veškerou použitou literaturu a podkladové materiály uvádím v přiloženém seznamu literatury. Jindřichův Hradec, únor 2008 podpis studenta Anotace Ekonomie her a internetu Práce se zaměřila na analýzu a popis jednotlivých oblastí spojených nějakým způsobem s vyděláváním a pohybem peněz ve virtuálních světech a na internetu. Dále je zde popsána ekonomie internetu, tedy domény, webové stránky, reklama a věci zdarma. Výstupem je zhodnocení variant výdělku či přivýdělku podle finančního ohodnocení a nároků na jednotlivé pozice. únor 2008 Poděkování Za cenné rady, náměty a inspiraci bych rád poděkoval Ing. Pavlu Pokornému, z Vysoké školy ekonomické v Praze, Fakulty managementu v Jindřichově Hradci, rodičům za trvalou finanční a morální podporu a také přátelům za cenné rady. OBSAH Úvod ..........................................................................................................................................1 1. Teoretická část ......................................................................................................................3 1.1. Historie počítačových her................................................................................................3
    [Show full text]
  • Seven Years' War
    Seven Years' War Seven Years' War 1756–1763 Clockwise from top left: The Battle of Plassey (23 June 1757) · The Battle of Carillon (6–8 July 1758) · The Battle of Zorndorf (25 August 1758) · The Battle of Kunersdorf (12 August 1759) Date 17 May 1756 – 15 February 1763 (6 years, 8 months, 4 weeks and 1 day) Location Europe, North America, South America, Africa, Indian Subcontinent, Philippine Archipelago Result Anglo-Prussian coalition victory[3] Return to the status quo ante bellum Treaty of Saint Petersburg (1762) Treaty of Hamburg (1762) Treaty of Paris (1763) Treaty of Hubertusburg (1763) Territorial No territorial changes in Europe changes Transfer of colonial possessions between Great Britain, France, Portugal and Spain France cedes its possessions east of the Mississippi River, Canada (except Saint-Pierre and Miquelon), the islands of St. Vincent, Tobago, Dominica, and Grenada, and the Northern Circars in India to Great Britain France cedes Louisiana and its territory west of the Mississippi River to Spain Spain cedes Florida to Great Britain. Mughal Empire cedes Bengal to Great Britain. Belligerents Great Britain France Hanover Habsburg Prussia Monarchy Portugal [1] Saxony Hesse-Kassel Russia Brunswick- Spanish Empire Sweden [1] Wolfenbüttel Mughal Empire[2] Schaumburg- Lippe Iroquois Confederacy Commanders and leaders Amherst Prince de Soubise Admiral Hawke Montcalm † Marquess of Prince Joseph Granby von Daun James Wolfe † Rutowsky Frederick II Pyotr Saltykov Schaumburg- Aranda Lippe von Dohna Duke Ferdinand Strength Great Britain:
    [Show full text]
  • Score Distribution Analysis, Artificial Intelligence, and Player Modeling for Quantitative Game Design
    SCORE DISTRIBUTION ANALYSIS, ARTIFICIAL INTELLIGENCE, AND PLAYER MODELING FOR QUANTITATIVE GAME DESIGN DISSERTATION Submitted in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY (Computer Science) at the NEW YORK UNIVERSITY TANDON SCHOOL OF ENGINEERING by Aaron Isaksen May 2017 SCORE DISTRIBUTION ANALYSIS, ARTIFICIAL INTELLIGENCE, AND PLAYER MODELING FOR QUANTITATIVE GAME DESIGN DISSERTATION Submitted in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY (Computer Science) at the NEW YORK UNIVERSITY TANDON SCHOOL OF ENGINEERING by Aaron Isaksen May 2017 Approved: Department Chair Signature Date University ID: N18319753 Net ID: ai758 ii Approved by the Guidance Committee: Major: Computer Science Andy Nealen Assistant Professor of Computer Science New York University, Tandon School of Engineering Date Julian Togelius Associate Professor of Computer Science New York University, Tandon School of Engineering Date Frank Lantz Full Arts Professor and Director New York University, NYU Game Center Date Michael Mateas Professor of Computational Media and Director University of California at Santa Cruz Center for Games and Playable Media Date Leonard McMillan Associate Professor of Computer Science University of North Carolina at Chapel Hill Date iii Microfilm/Publishing Microfilm or copies of this dissertation may be obtained from: UMI Dissertation Publishing ProQuest CSA 789 E. Eisenhower Parkway P.O. Box 1346 Ann Arbor, MI 48106-1346 iv Vita Aaron Mark Isaksen Education Ph.D. in Computer Science Jan. 2014 - May 2017 New York University, Tandon School of Engineering, Game Innovation Lab - Pearl Brownstein Doctoral Research Award, 2017 - Outstanding Performance on Ph.D. Qualifying Exam, D. Rosenthal, MD Award, 2015 - Best paper in Artificial Intelligence and Game Technology, FDG 2015 M.S.
    [Show full text]
  • Boxel Rebound
    Boxel Rebound By: Freddie Theme How many types of games are there? There are 122 types of games that people are making. Next page Types of game Platform games, Shooter game, Fighting games, Beat 'em up games, Stealth game, Survival games, Battle Royale, Rhythm games, Action-adventure, Survival horror, Metroidvania, Adventure, Text adventures, Graphic adventures, Visual novels, Interactive movie, Real-time 3D adventures, Role- playing, Action RPG, MMORPG, Roguelikes, Tactical RPG, Sandbox RPG, JRPG, Monster Collection, First-person party-based RPG, Simulation, Construction and management simulation, Life simulation, Vehicle simulation, Strategy, 4X game, Artillery game, Auto battler (Auto chess) Multieal-time tactics player online, battle arena (MOBA), Real-time strategy (RTS), R(RTT), Tower defense, Turn- based strategy (TBS), Turn-based tactics (TBT), Wargame, Grand strategy wargame, Sports Game, Racing Game, Sports game, Competitive, Sports-based fighting, Other notable genres, Board game or card game, Casual games, Digital collectible card game, Horror game, Logic game, MMO, Mobile game, Party game, Programming game, Trivia game, dle gaming, Video game genres by purpose, Advergame, Art game, Casual game, Christian game, Educational game, Esports, Exergame, Personalized game, Serious game, Scientific, studies, See also, Game interfaces, Game platforms I Recommend The best way to write a game is to use a web site called Java. Java is a web site that you type codes . This web site can make your game more detail。 For example like mincraft, in that game, you can be hungry munus blood, you can't stay in the water for a long time, etc. But the bad thing is, you need to learn years about how to make games in java, and there must be about 50 groups of individuals to make a game like minecraft.
    [Show full text]
  • Programming Interactive Worlds with Linear Logic
    Programming Interactive Worlds with Linear Logic Chris Martens CMU-CS-15-134 September 2015 School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Thesis Committee: Frank Pfenning, Co-chair Karl Crary, Co-chair Andre´ Platzer Roger Dannenberg Anne-Gwenn Bosser Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Copyright c 2015 Chris Martens This research was sponsored by the National Science Foundation under grant numbers CCF-0546550, CNS-0716469, DGE-0750271; Qatar National Research Fund under grant number NPRP-096671100; and Commission of the European Communities under grant number FP-6506909. The views and conclusions contained in this document are those of the author and should not be interpreted as representing the official policies, either expressed or implied, of any sponsoring institution, the U.S. government or any other entity. Keywords: Programming Languages, Computational Logic, Game Design, Interac- tive Simulation, Interactive Storytelling, Interactive Fiction Abstract Interactive storytelling weaves together deep computational ideas with humanity’s rich history of story and play, providing an important context for tools and languages to be built. At the same time, formal specification languages offer a palette of representation and inference techniques typically reserved for the analysis of programming languages and complex deductive systems. This thesis connects problems in the interactive storytelling domain to solutions in formal specification. Specifically, we examine narrative from a structural point of view and observe that alternative narrative paths play a complementary role to simul- taneous interacting timelines. Linear logic provides the representational tools necessary to investigate this structure, and by extending the correspondence to proofs and proof construction, we find a suite of computational possibili- ties.
    [Show full text]