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Analyzing Stealth Games with Distractions
Proceedings, The Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16) Analyzing Stealth Games with Distractions Alexander Borodovski and Clark Verbrugge School of Computer Science McGill University Montreal,´ Quebec,´ Canada [email protected], [email protected] Abstract and when and where the guard was at that point. This re- duces the combinatorial explosion in state space to a man- The ability to distract opponents is a key mechanic in many ageable branching of game states, even if the branch points stealth games. Existing search-based approaches to stealth must still be detected dynamically. To make search in this analysis, however, focus entirely on solving the non-detection space efficient we then extend the main Rapidly Exploring problem, for which they rely on static, ahead-of-time models of guard movements that do not depend on player interaction. Random Tree (RRT) search algorithm, applying multiple op- In this work we extend and optimize an approach based on timizations that improve performance without overly stress- heuristic search of stealth games to model variation in guard ing the resource requirements beyond that of a basic non- paths as dynamically triggered by player actions. Our design detection search. Implementation of this design in Unity3D is expressive, accommodating different distraction designs, shows feasibility, and we demonstrate that we can solve including remote activation and time delays. Using a Unity3D both relatively simple distraction puzzles typical of modern implementation, we show our enhanced search can solve dis- games, and much more complex designs involving compo- traction puzzles found in real games, as well as more com- sition of multiple distractions. -
Considerations for a Study of a Musical Instrumentality in the Gameplay of Video Games
Playing in 7D: Considerations for a study of a musical instrumentality in the gameplay of video games Pedro Cardoso, Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Porto, Portugal [email protected] / [email protected] Abstract. The intersection between music and video games has been of increased interest in academic and in commercial grounds, with many video games classified as ‘musical’ having been released over the past years. The purpose of this paper is to explore some fundamental concerns regarding the instrumentality of video games, in the sense that the game player plays the game as a musical or sonic instrument, an act in which the game player becomes a musical performer. We define the relationship between the player and the game system (the musical instrument) to be action- based. We then propose that the seven discerned dimensions we found to govern that relationship to also be a source of instrumentality in video games. Something that not only will raise a deeper understanding of musical video games but also on how the actions of the player are actually embed in the generation and performance of music, which, in some cases, can be transposed to other interactive artefacts. In this paper we aim at setting up the grounds for discussing and further develop our studies of action in video games intersecting it with that of musical performance, an effort that asks for multidisciplinary research in musicology, sound studies and game design. Keywords: Action, Gameplay, Music, Sound, Video games. Introduction Music and games are no exception when it comes to the ubiquity of computational systems in contemporary society. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Music Video Games in Live Performance
Music Video Games in Live Performance: Catachresis or an emergent approach? Francisco Bernardo Research Centre for Science and Technology of the Arts (C.I.T.A.R.) Catholic University of Portugal, R. Diogo Botelho, 1327, 4169-005 Porto, Portugal [email protected] ABSTRACT broadly accessible. And games have been embraced by a This paper argues that music video games, given the public that has otherwise been unimpressed by much of characteristics of the genre, may constitute an alternative what passes for digital art’ [7]. and viable approach to music and audiovisual performance. In ‘Digital Art’, Christiane Paul provides a survey of digital Building on a music performance in 2013, in which the art from its inception in the 1980s until the present. author participated and used a video game as a musical According to the author, digital art is a genre that instrument, we analyze some of the aspects that have encompasses artistic works and practices that use digital emerged and support our argument. We contextualize video technology as part of the creative process, and/or as the games within new media art and provide a brief analysis of presentation medium, being “placed under the larger the music video game genre. We also identify some of the umbrella term ‘new media art’” [13]. New media art is in latest research efforts concerning conceptual and technical turn a general term that refers to artwork forms like film, approaches, design features and frameworks that may assist video, sound art and their hybrids, and that differentiates the analysis and development of music video games from cultural objects deriving from the traditional visual suitable for performance. -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
Measuring Risk in Stealth Games
Measuring Risk in Stealth Games Jonathan Tremblay Pedro Andrade Torres Clark Verbrugge School of Computer Science Ciência da Computação School of Computer Science McGill University, Montréal Universidade Salvador, McGill University, Montréal Québec, Canada Salvador Québec, Canada [email protected] Bahia, Brasil [email protected] [email protected] ABSTRACT paths through a stealth scenario [18]. This gives design- Level design for stealth games requires the ability to explore ers the ability to dynamically evaluate the relative existence and understand the possible paths players may take through of a stealthy path solution. Qualitative evaluation of level a given scenario and how they are impacted by different de- difficulty or game complexity, though, depends strongly on sign choices. Good tool support can help by demonstrating how players perceive possible solutions|during immersive the existence of such paths, but for rapid, interactive design, gameplay, players will view different stealthy path choices the relative difficulty of possible solutions also needs to be as more or less likely to result in exposure and thus more quantified, in a way that correlates well with human per- or less dangerous or difficult. Design of a stealth metric ception of risk. Here we propose and evaluate three differ- that quantifies this perception is thus an important aspect ent metrics for defining and quantifying the risk of stealthy of stealth level design as such definition is non-existent in paths. We validate and compare these measures through the literature. A reliable measure of stealth difficulty would a small human study, showing that a simple path-distance enable possible stealth paths to be algorithmically analyzed measure correlates best with human judgement. -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Electroplankton Revisited: a Meta-Review »Electroplankton Is
Vol. 1, Issue 1/2007 Electroplankton revisited: A Meta-Review Martin Pichlmair »Electroplankton is not a game in any sense of the word. It is art, plain and simple.« (Sellers, 2006) This is an untypical review. It does not highlight specifics of a game but instead focuses on aspects surrounding it. I believe that two years after a game was released, a review can and should reflect the game as well as its wider implications. In this case the game marks a turning point in console history. Not so much because the game was itself so remarkable, but because it was among the first games to break the dominance of hardcore games on game consoles. The game in question is Electroplankton, the first art game for the Nintendo DS. Can games be works of art? While this question is currently a focus of discussion concerning mainstream games, there are niche games so explicitly artful that no one is able to deny them the status of artworks. They are shown at exhibitions, presented in books, and generally reviewed as valuable contributions to culture. The games I am talking about are usually referred to as art games or Game Art (see Bittani 2006 for definitions of these two genres). Popular examples include fur's PainStation, Julian Oliver's Fijuu, and Cory Arcangel's (2006) Super Mario Clouds (more examples are discussed in Pichlmair, 2006). PainStation is a twisted reinterpretation of the game Pong. Fijuu is a music game and an electronic instrument. Super Mario Clouds is the appropriation of the original Nintendo Super Mario game based on a hacked Nintendo Entertainment System cartridge. -
(10134; [email protected]) 282 Maxine Circle
Case 1:15-cv-00036-PMW Document 14 Filed 03/16/15 Page 1 of 5 ANDREW S HANSEN (9819; [email protected]) DAVID A JONES (10134; [email protected]) WHITE KNUCKLE IP, LLC 282 Maxine Circle, Bountiful, Utah 84010 Telephone: (801) 671-3621 Company Counsel for Plaintiff WHITE KNUCKLE IP, LLC IN THE UNITED STATES DISTRICT COURT DISTRICT OF UTAH, NORTHERN DIVISION White Knuckle IP, LLC, a Utah limited Civil Action No. 1:15-cv-00036-PMW liability company, FIRST AMENDED COMPLAINT FOR Plaintiff, PATENT INFRINGEMENT v. Electronic Arts, Inc., a Delaware corporation Defendant. Plaintiff White Knuckle IP, LLC (“White Knuckle”) hereby complains against defendant Electronic Arts, Inc. (“Defendant” or “EA”) and for claims of relief alleges as follows: PARTIES 1. White Knuckle is a Utah limited liability company with its principal executive offices located at 282 Maxine Circle, Bountiful, Utah 84010. 2. Upon information and belief, Defendant is a corporation organized and existing under the laws of the State of Delaware, with its principal place of business located at 209 Redwood Shores Parkway, Redwood City, California 94065. Case 1:15-cv-00036-PMW Document 14 Filed 03/16/15 Page 2 of 5 3. Upon information and belief, Defendant may be served through its designated agent for service of process, National Corporate Research, LTD. Corp., 2005 East 2700 South, Suite 200, Salt Lake City, Utah 84109. JURISDICTION AND VENUE 4. This is a civil action for patent infringement brought by White Knuckle for acts committed by Defendant arising under the patent laws of the United States, and more specifically under 35 U.S.C. -
Xbox 360 Physical Dimensions - Xbox
Xbox 360 Physical Dimensions - Xbox http://news.teamxbox.com/xbox/8417/Xbox-360-Physical-Dimensions/ IGN Entertainment Games: IGN | GameSpy | FilePlanet | TeamXbox | GameStats | Direct2Drive | What They Play | Battlefield Heroes Home | Xbox 360 | TXBase | Forums | Games | Previews | Reviews | News | Cheats | Guides | RSS | Contact Us The Web TXB Forums TeamXbox.com 1 of 3 3/29/2012 3:10 PM Xbox 360 Physical Dimensions - Xbox http://news.teamxbox.com/xbox/8417/Xbox-360-Physical-Dimensions/ Content Sections Welcome, Guest. You are not logged in. TeamXbox Home Xbox 360 Physical Dimensions [Register] [Login Now] Xbox News By: César A. Berardini - "Cesar" Share This Article Add TeamXbox to Google Features Jun. 1st, 2005 4:30 pm Editorials Xbox 360 (Xbox) Interviews REVIEWS PREVIEWS MOVIES SCREENSHOTS INTERVIEWS CHEATS NEWS Xbox Events Search TeamXbox You have seen user-made pictures comparing the RSS Feeds Xbоx 360 dimensions with the Xbоx, which gave you Xbox Games a good idea of the size of the console. But until now, the exact physical dimensions of the Xbоx 360 were Xbox Games unknown. Well, the dimensions of the Xbоx 360 are New Releases no longer a mystery. We have just received the official info regarding the Xbоx 360 physical Xbox Previews dimensions, including its weight. Xbox Reviews The Xbоx 360 weights 7.7 pounds (3.5 kg) and is: Editor's Choice Reader Reviews 309 mm wide x 83 mm high x 258 mm deep Xbox Cheats 12.15 in wide x 3.27 in high x 10.15 in deep Xbox Guides Screenshots The Xbоx weight 8.8 pounds (4 kg) and is: Movies 320 -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher.