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Minecraft: Builders & Biomes Rulebook
EN For 2-4 players Ages 10+ In Minecraft: Builders & Biomes, players explore the Overworld, mine blocks, and build spectacular structures. Plan your builds carefully and defeat dangerous mobs to win! Setup Shuffle the 64 building “Shuffle the 16 colorless Place the block base next to the grid in easy 1 and mob tiles and divide 2 weapon tokens and place 3 reach of all players. Assemble the support them into 16 face-down stacks of one, face down, at the ends of structure and place it on the block base. Fill it with the four tiles each. Lay them out in each column and row to form a 64 blocks (16 wood, 14 sand, 12 stone, 10 obsidian, a 4 by 4 grid, with enough space six by six grid. (Leave the corners and 12 emerald) in random order. Gently shake until between the rows for your game empty.)“ the blocks form a big cube. Then remove the support pieces to move between them. structure by lifting it up on its flaps. 4 Each player chooses a color (red, blue, yellow, or green) and takes the player board and game materials of the same color. Game materials include one game piece base, one experience counter, and five colored weapon tokens (one stone sword, one wooden sword, and three poisonous potatoes). Place your experience counter on space 0 of the experience point track that runs along the edge of your player board. Shuffle your 5 weapon tokens and put them in a face-down pile. Choose a player skin (character appearance) and push it into your game piece base. -
Onlinemanual, V.8.Qxd
MANUAL Table of Contents Part I: Getting Started................................................................2 Book I: Of the World and Its Denizens............................................................................2 Book II: Of Succor in Times of Need..............................................................................2 Book III: Herein You Create a Noble..............................................................................2 Book IV: Of the Scenarios You Can Play..........................................................................3 Part II: The Battle Level...............................................................4 Book I: On the Main Window.......................................................................................4 Book II: Herein the Army Display is Revealed...................................................................5 Book III: Of the Mini-Map and Its Uses............................................................................5 Book IV: Valiant Actions and How They Are Performed........................................................5 Book V: Knights and the Companies Under Their Command.................................................6 Book VI: The Soldiers of the Realms.............................................................................7 Book VII: How a Noble Moves and Faces His Units............................................................15 Book VIII: The Wise Noble Organizes His Men..................................................................16 Book -
Download the Catalog
WE SERVE BUSINESSES OF ALL SIZES WHO WE ARE We are an ambitious laser tag design and manufacturing company with a passion for changing the way people EXPERIENCE LIVE-COMBAT GAMING. We PROVIDE MANUFACTURING and support to businesses both big or small, around the world! With fresh thinking and INNOVATIVE GAMING concepts, our reputation has made us a leader in the live-action gaming space. One of the hallmarks of our approach to DESIGN & manufacturing is equipment versatility. Whether operating an indoor arena, outdoor battleground, mobile business, or a special entertainment OUR PRODUCTS HAVE THE HIGHEST REPLAY attraction our equipment can be CUSTOMIZED TO FIT your needs. Battle Company systems will expand your income opportunities and offer possibilities where the rest of the industry can only provide VALUE IN THE LASER TAG INDUSTRY limitations. Our products are DESIGNED AND TESTED at our 13-acre property headquarters. We’ve put the equipment into action in our 5,000 square-foot indoor laser tag facility as well as our newly constructed outdoor battlefield. This is to ensure the highest level of design quality across the different types of environments where laser tag is played. Using Agile development methodology and manufacturing that is ISO 9001 CERTIFIED, we are the fastest manufacturer in the industry when it comes to bringing new products and software to market. Battle Company equipment has a strong competitive advantage over other brands and our COMMITMENT TO R&D is the reason why we are leading the evolution of the laser tag industry! 3 OUT OF 4 PLAYERS WHO USE BATTLE COMPANY BUSINESSES THAT CHOOSE US TO POWER THEIR EXPERIENCE EQUIPMENT RETURN TO PLAY AGAIN! WE SERVE THE MILITARY 3 BIG ATTRACTION SMALL FOOTPRINT Have a 10ft x 12.5ft space not making your facility much money? Remove the clutter and fill that area with the Battle Cage. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Minutes of Meeting of the Board of Directors of Travis County Municipal Utility District No
MINUTES OF MEETING OF THE BOARD OF DIRECTORS OF TRAVIS COUNTY MUNICIPAL UTILITY DISTRICT NO. 2 June 3, 2020 THE STATE OF TEXAS § § COUNTY OF TRAVIS § A meeting of the Board of Directors of Travis County Municipal Utility District No. 2 was held on June 3, 2020 via telephone conference call pursuant to Section 551.125, Texas Government Code, as modified temporarily by Governor Greg Abbott, and the related guidance from the office of the Texas Attorney General, in connection with the Governor’s COVID-19 Disaster Proclamation. Notice of the meeting was given as required by the Texas Open Meetings Act. A copy of the Certificate of Posting of the notice is attached as Exhibit “A”. The meeting was open to the public via the toll-free dial-in telephone number provided in the meeting notice. An electronic agenda packet for the meeting was provided on-line via the link included in the meeting notice and the meeting was recorded and made available at the same link after the meeting. In order to facilitate the efficiency of the telephone proceedings, Director Roberts asked Mr. Bartram to moderate the meeting. There being no objections, Mr. Bartram called the telephone conference meeting to order at 12:03 p.m. The roll was called of the members of the Board: Wilmer Roberts - President Michael Moore - Vice President Debora Pickens - Secretary Ray Mura - Assistant Secretary Tracy T. Johnson - Assistant Secretary and all of the Directors were present, thus constituting a quorum. Also present on the call were Jeremy Sheard, a resident of the District; -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Deepcrawl: Deep Reinforcement Learning for Turn-Based Strategy Games
DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games Alessandro Sestini,1 Alexander Kuhnle,2 Andrew D. Bagdanov1 1Dipartimento di Ingegneria dell’Informazione, Universita` degli Studi di Firenze, Florence, Italy 2Department of Computer Science and Technology, University of Cambridge, United Kingdom falessandro.sestini, andrew.bagdanovg@unifi.it Abstract super-human skills able to solve a variety of environments. However the main objective of DRL of this type is training In this paper we introduce DeepCrawl, a fully-playable Rogue- like prototype for iOS and Android in which all agents are con- agents to surpass human players in competitive play in clas- trolled by policy networks trained using Deep Reinforcement sical games like Go (Silver et al. 2016) and video games Learning (DRL). Our aim is to understand whether recent ad- like DOTA 2 (OpenAI 2019). The resulting, however, agents vances in DRL can be used to develop convincing behavioral clearly run the risk of being too strong, of exhibiting artificial models for non-player characters in videogames. We begin behavior, and in the end not being a fun gameplay element. with an analysis of requirements that such an AI system should Video games have become an integral part of our entertain- satisfy in order to be practically applicable in video game de- ment experience, and our goal in this work is to demonstrate velopment, and identify the elements of the DRL model used that DRL techniques can be used as an effective game design in the DeepCrawl prototype. The successes and limitations tool for learning compelling and convincing NPC behaviors of DeepCrawl are documented through a series of playability tests performed on the final game. -
Application of Retrograde Analysis to Fighting Games
University of Denver Digital Commons @ DU Electronic Theses and Dissertations Graduate Studies 1-1-2019 Application of Retrograde Analysis to Fighting Games Kristen Yu University of Denver Follow this and additional works at: https://digitalcommons.du.edu/etd Part of the Artificial Intelligence and Robotics Commons, and the Game Design Commons Recommended Citation Yu, Kristen, "Application of Retrograde Analysis to Fighting Games" (2019). Electronic Theses and Dissertations. 1633. https://digitalcommons.du.edu/etd/1633 This Thesis is brought to you for free and open access by the Graduate Studies at Digital Commons @ DU. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ DU. For more information, please contact [email protected],[email protected]. Application of Retrograde Analysis to Fighting Games A Thesis Presented to the Faculty of the Daniel Felix Ritchie School of Engineering and Computer Science University of Denver In Partial Fulfillment of the Requirements for the Degree Master of Science by Kristen Yu June 2019 Advisor: Nathan Sturtevant ©Copyright by Kristen Yu 2019 All Rights Reserved Author: Kristen Yu Title: Application of Retrograde Analysis to Fighting Games Advisor: Nathan Sturtevant Degree Date: June 2019 Abstract With the advent of the fighting game AI competition [34], there has been re- cent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. -
History of Value Creation
History of Value Creation Creator of entertainment culture in Japan and around the world Trend in operating income Note: 1983–1988: Fiscal years ended December 31 1989–2020: Fiscal years ended March 31 1995 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1996 1997 1998 1999 2000 Big hits drive Genesis business expansion Capcom Co., Ltd. was established in Osaka in 1983. The Nintendo In the 1990s, the arrival of Super NES prompted Capcom to Entertainment System (NES) came out that same year, but it was formally enter home video game development. Numerous hit difficult to develop high-quality arcade-level content for, so titles were created that drew on Capcom’s arcade game Capcom focused business development on the creation and development expertise. The Single Content Multiple Usage sales of arcade games using the proprietary high-spec circuit strategy was launched in earnest in 1994 with the release of a board “CP System.” Hollywood movie and animated movie based on Street Fighter. Title history 1983 1992 Released our first originally Released Street Fighter II developed coin-op Little League. for the Super NES. 1984 1993 Released our first arcade Released Breath of Fire video game Vulgus. for the Super NES. 1985 1996 Released our first home video Released Resident Evil for game 1942 for the Nintendo PlayStation, establishing Entertainment System (NES). the genre of survival horror with this record-breaking, long-time best-seller. 1987 Released Mega Man for the NES. Capcom and Entertainment Culture 1991 Street Fighter II becomes a major hit The game became a sensation in arcades across the country, establishing the fighting game genre. -
Dengeki Bunko Fighting Climax Download Pc Free
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Creating Human-Like Fighting Game AI Through Planning
Creating Human-like Fighting Game AI through Planning Roger Liu CMU-CS-17-128 December 2017 School of Computer Science Computer Science Department Carnegie Mellon University Pittsburgh, PA Thesis Committee Maxim Likhachev, Chair Jessica Hodgins Submitted in partial fulfillment of the requirements for the Degree of Master of Science Copyright c 2017 Roger Liu ii Keywords: Artificial Intelligence, Human-Computer Interaction, Game AI, Plan- ning, Human-Imitation, Fighting Games iii CARNEGIE MELLON UNIVERSITY Abstract Faculty Name Department or School Name Master of Science Creating Human-like Fighting Game AI through Planning by Roger LIU Games are a major testing ground for Artificial Intelligence. Though AI has be- come proficient at playing games such as Space Invaders, it behaves in a way that is distinctly artificial, lacking the human-like qualities of a real player. This human ele- ment is important in competitive multiplayer games, as a large part of the enjoyment comes from outwitting other human strategies. To address this issue, we investigate a novel AI technique that leverages planning and human demonstrations to create an opponent that exhibits desirable qualities of human play in the context of a fight- ing game. We introduce the idea of action-ds, which relate the action performed with the change in the game state. These action-ds are learned from human demon- strations and are used to help the AI plan out strategies to hit the opponent. We implement a simple fighting game called FG for the AI to compete in and provide it a human demonstration to learn from. The AI utilizes action-ds with other search techniques to emulate human behavior. -
Mob Prog Handbook
Kallisti MUD Mprog/Oprog Handbook, Version 1.0 September 2019 * * * www.kallistimud.com 1 Contents I OVERVIEW .................................................................................................................................................................... 5 II TERMINOLOGY ............................................................................................................................................................. 5 III OLC ............................................................................................................................................................................. 6 MPEDIT .................................................................................................................................................................................. 6 HEADER .............................................................................................................................................................................. 6 BODY .................................................................................................................................................................................. 7 MPSTAT ................................................................................................................................................................................. 7 MPSAVE ................................................................................................................................................................................