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Note to Users
NOTE TO USERS Page(s) not included in the original manuscript are unavailable from the author or university. The manuscript was microfilmed as received 88-91 This reproduction is the best copy available. UMI INFORMATION TO USERS The most advanced technology has been used to photo graph and reproduce this manuscript from the microfilm master. UMI films the original text directly from the copy submitted. Thus, some dissertation copies are in typewriter face, while others may be from a computer printer. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyrighted material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are re produced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each oversize page is available as one exposure on a standard 35 mm slide or as a 17" x 23" black and white photographic print for an additional charge. Photographs included in the original manuscript have been reproduced xerographically in this copy. 35 mm slides or 6" X 9" black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. AccessinglUMI the World’s Information since 1938 300 North Zeeb Road, Ann Arbor, Mi 48106-1346 USA Order Number 8820263 Leigh Brackett: American science fiction writer—her life and work Carr, John Leonard, Ph.D. -
Planning for Non-Player Characters by Learning from Demonstration
University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations 2018 Planning For Non-Player Characters By Learning From Demonstration John Drake University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Computer Sciences Commons Recommended Citation Drake, John, "Planning For Non-Player Characters By Learning From Demonstration" (2018). Publicly Accessible Penn Dissertations. 2756. https://repository.upenn.edu/edissertations/2756 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/2756 For more information, please contact [email protected]. Planning For Non-Player Characters By Learning From Demonstration Abstract In video games, state of the art non-player character (NPC) behavior generation typically depends on hard-coding NPC actions. In many game situations however, it is hard to foresee how an NPC should behave to appear intelligent or to accommodate human preferences for NPC behavior. We advocate the creation of a more flexible method ot allow players (and developers) to train NPCs to execute novel behaviors which are not hard-coded. In particular, we investigate search-based planning approaches using demonstration to guide the search through high-dimensional spaces that represent the full state of the game. To this end, we developed the Training Graph heuristic, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC's behavior. To deal with variance in the initial conditions of such planning problems, we have developed heuristics in the Multi-Heuristic A* framework to adapt demonstration trace data to new problems. -
Player-Character Is What You Are in the Dark the Phenomenology of Immersion in Dungeons & Dragons
Player-Character Is What You Are in the Dark The Phenomenology of Immersion in Dungeons & Dragons William J. White The idea of role-playing makes some people nervous – even some people who play role-playing games (RPGs). Yeah, sure, we pretend to be wizards and talk in funny voices, such players often say. So what? It’s just for fun. It’s not like it means anything. These players tend to find talk about role-playing games being “art” to be pretentious nonsense, and the idea that there could be philosophical value in a game like Dungeons & Dragons strikes them as preposterous on its face. “RPGs as instruction on ethics or metaphysics?” writes one such player in an online forum for discussing role-playing games. “Utter intellectualoid [sic] bullshit … [from those] who want to imagine they’re great thinkers thinking great thoughts while they play RPGs because they’d otherwise feel ashamed about pretending to be an elf.”1 By the same token, people who don’t play RPGs are often quite mystified about what could possibly be going on in a game of Dungeons & Dragons: There’s no board? How do you win? No winners? Then why do you play?2 Making sense of D&D as Dungeons & Dragons and Philosophy: Read and Gain Advantage Copyright © 2014. John Wiley & Sons, Incorporated. All rights reserved. & Sons, Incorporated. © 2014. John Wiley Copyright on All Wisdom Checks, First Edition. Edited by Christopher Robichaud. © 2014 John Wiley & Sons, Inc. Published 2014 by John Wiley & Sons, Inc. 82 Dungeons and Dragons and Philosophy : Read and Gain Advantage on All Wisdom Checks, edited by Christopher Robichaud, John Wiley & Sons, Incorporated, 2014. -
Mythic: Dynamic Role-Playing
TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing. -
Program Book
GREETINGS to The 2 1st WO RETD SCIENCE E I C T I O KT C CONVENTION Th.e 2 1st 'WOFiLTD SCIENCE FICTION C ONVENTION VPtz shinqton, <DC 31 August 1 September 1 q e 3 2 September 'y am Cammittee: CRAFTY CHAIRMAN .................................... George Scithers TACHYLEGIC TREASURER ....................................... Bill Evans DESPOTIC DIPLOMAT .......................................... Bob Pavlat EXTEMPORANIZING EDITOR .................................... Dick Eney FLAMBOYANT FOLIATOR .................................... Chick Derry RECRUDESCENT RELIC ....................................... Joe Sarno MEMORIALIST of MISDEEDS.................................... Bob Madle TARTAREAN TABULIST .................................... Bill Osten PUBLICISTEAN PHOTOGRAPHIST .............................. Tom Haughey _A.n Appreciation of Murray £ein$ter It was in the year 1919 or '20, when I was fifteen and every fine fantasy story I read was an electric experience, that I read "The Mad Planet". It was a terrific nightmare vision and instantly I added the name of Murray Leinster to the list that already held A. Merritt, Edgar Rice Burroughs, and a few others. I have been reading and admiring his stories ever since, and I hope they go on forever. Mr. Leinster is a professional, in the finest sense of the word, meaning that he has the skills of his profession at his fingertips. And his profession is that of a master story-teller. His stories take hold of you from the first page and build with a sheer craftmanship and econ omy of effort that are the envy and despair of anyone who has ever tried to do the same thing. In science-fiction, imagination is even more important than writ ing skill, and the boldness of his imaginative concepts is one big rea son why Murray Leinster’s name has been up there in the bright lights for so long. -
Science Fiction List Literature 1
Science Fiction List Literature 1. “The Unparalleled Adventure of One Hans Pfaall,” Edgar Allan Poe (1835, US, short story) 2. Looking Backward, Edward Bellamy (1888, US, novel) 3. A Princess of Mars, Edgar Rice Burroughs (1912, US, novel) 4. Herland, Charlotte Perkins Gilman (1915, US, novel) 5. “The Comet,” W.E.B. Du Bois (1920, US, short story) 6. Fahrenheit 451, Ray Bradbury (1951, US, novel) 7. Limbo, Bernard Wolfe (1952, US, novel) 8. The Stars My Destination, Alfred Bester (1956, US, novel) 9. Venus Plus X, Theodore Sturgeon (1960, US, novel) 10. Do Androids Dream of Electric Sheep?, Philip K. Dick (1968, US, novel) 11. The Left Hand of Darkness, Ursula K. Le Guin (1969, US, novel) 12. The Female Man, Joanna Russ (1975, US, novel) 13. “The Screwfly Solution,” “The Girl Who Was Plugged In,” “The Women Men Don’t See,” “Houston, Houston Do You Read?”, James Tiptree Jr./Alice Sheldon (1977, 1973, 1973, 1976, US, novelettes, novella) 14. Native Tongue, Suzette Haden Elgin (1984, US, novel) 15. Stars in My Pocket Like Grains of Sand, Samuel R. Delany (1984, US, novel) 16. Neuromancer, William Gibson (1984, US-Canada, novel) 17. The Handmaid’s Tale, Margaret Atwood (1985, Canada, novel) 18. The Gilda Stories, Jewelle L. Gómez (1991, US, novel; extended edition 2016) 19. Dawn, Octavia E. Butler (1987, US, novel); Parable of the Sower, Butler (1993, US, novel); Bloodchild and Other Stories, Butler (1995, US, short stories; extended edition 2005) 20. Red Spider, White Web, Misha Nogha/Misha (1990, US, novel) 21. The Rag Doll Plagues, Alejandro Morales (1991, US, novel) 22. -
In This Day of 3D Graphics, What Lets a Game Like ADOM Not Only Survive
Ross Hensley STS 145 Case Study 3-18-02 Ancient Domains of Mystery and Rougelike Games The epic quest begins in the city of Terinyo. A Quake 3 deathmatch might begin with a player materializing in a complex, graphically intense 3D environment, grabbing a few powerups and weapons, and fragging another player with a shotgun. Instantly blown up by a rocket launcher, he quickly respawns. Elapsed time: 30 seconds. By contrast, a player’s first foray into the ASCII-illustrated world of Ancient Domains of Mystery (ADOM) would last a bit longer—but probably not by very much. After a complex process of character creation, the intrepid adventurer hesitantly ventures into a dark cave—only to walk into a fireball trap, killing her. But a perished ADOM character, represented by an “@” symbol, does not fare as well as one in Quake: Once killed, past saved games are erased. Instead, she joins what is no doubt a rapidly growing graveyard of failed characters. In a day when most games feature high-quality 3D graphics, intricate storylines, or both, how do games like ADOM not only survive but thrive, supporting a large and active community of fans? How can a game design seemingly premised on frustrating players through continual failure prove so successful—and so addictive? 2 The Development of the Roguelike Sub-Genre ADOM is a recent—and especially popular—example of a sub-genre of Role Playing Games (RPGs). Games of this sort are typically called “Roguelike,” after the founding game of the sub-genre, Rogue. Inspired by text adventure games like Adventure, two students at UC Santa Cruz, Michael Toy and Glenn Whichman, decided to create a graphical dungeon-delving adventure, using ASCII characters to illustrate the dungeon environments. -
Laser-Based Optical Trap for Remote Sampling of Interplanetary And
Laser-Based Optical Trapping for Remote Sampling of Interplanetary and Atmospheric Particulate Matter Paul Stysley (PI-Code 554 NASA- GSFC), Demetrios Poulios, Richard Kay , Barry Coyle, Greg Clarke Or Tractor Beams Not yet: Hopefully Soon: Tractor Beam Basics What is a tractor beam? Target motion Laser Direction of beam propagation Why study tractor beams? Purpose: A tractor beam system will enhance the capability of current particle collection instruments by combining in situ measurements with remote sensing missions. This would increase the range, frequency, and quantity of samples collected for many planned lander and free flyer-based systems as well enabling the creation of new Decadal Survey missions. Key Milestones and Goals Proposal Goals: (1) To fully study and model current state-of-the-art in optical trapping technology and potential for use in remote sensing measurements. (2) To determine the scalability of the optical trapping system in regards to the range, frequency, and quantity of sample collection. (3) To determine what types of particles can be captured and if species selection is possible. (4) To formulate a plan to build and test a system that will demonstrate the remote sensing capability and potential of laser-based optical trapping for NASA missions. Milestones: • Complete fundamental optical trapping study 01/2012 • Determine scalability of trapping 04/2012 • Determine particle selection constraints 07/2012 • Devise remote sensing system 09/2012 • Publish results 10/2012 TRLin = 1 Current Technology Throughout NASA’s history mission have deployed several different innovative in situ techniques to gather particulates such as Faraday traps, ablation and collection, drills, scoops, or trapping matter in aerogel then returning the samples to Earth. -
Alene I Katakombene – Heltedrømmer I Enbrukerrollespill
Alene i katakombene – heltedrømmer i enbrukerrollespill Tarald Reinholt Aas Masteroppgave i medievitenskap Institutt for medier og kommunikasjon Universitetet i Oslo Høsten 2004 2 3 4 Sammendrag I denne oppgaven skal jeg ta for meg hvordan det databaserte enbrukerrollespillet har utviklet seg fra tradisjonelle penn- og papirbaserte terningrollespill. Et nødvendig steg i denne utviklingen var angivelig å tilpasse den tradisjonelle rollen som før ble innehatt av en menneskelig spilleder til en ny og databasert spilleform. Rollen som spilleder ble langt på vei automatisert og usynliggjort på datamaskinen, men mistet samtidig mye av sitt improviserende vesen. Det vil derfor være interessant å se hvordan transformasjonen fra en analog til en digital verden har innvirket på spillbarheten til de databaserte rollespillene. Med utgangspunkt i spillene Baldur’s Gate (1998) og Morrowind (2001), skal jeg granske hvilke muligheter brukeren har til å skreddersy en spillkarakter og siden anvende denne fritt innen spillverdenen. En dårlig spillbarhet vil etter min mening komme til syne nettopp gjennom begrensninger pålagt denne karakteren. Summary This thesis deals with how the single player-based computer role-playing game have evolved from traditional pen-and-paper-based role-playing games. A crucial part in this development seemingly was to adapt the traditional role of the human game master to a new, computerized playing style. When transferred to the computer, the game master virtually disappeared into game, becoming a robotic force, thus losing much the improvising style contained in a human game master. Therefore, I would like to see how the transformation from an analog to a digital world might have affected the playability of single player computer role-playing games. -
Photonic Tractor Beams: a Review
Review Article Photonic tractor beams: a review Weiqiang Ding,a,* Tongtong Zhu,a,b Lei-Ming Zhou,b and Cheng-Wei Qiub,* aHarbin Institute of Technology, Department of Physics, Harbin, China bNational University of Singapore, Department of Electrical and Computer Engineering, Singapore Abstract. Usually, an unfocused light beam, such as a paraxial Gaussian beam, can exert a force on an object along the direction of light propagation, which is known as light pressure. Recently, however, it was found that an unfocused light beam can also exert an optical pulling force (OPF) on an object toward the source direction; the beam is accordingly named an optical tractor beam. In recent years, this intriguing force has attracted much attention and a huge amount of progress has been made both in theory and experiment. We briefly review recent progress achieved on this topic. We classify the mechanisms to achieve an OPF into four different kinds according to the dominant factors. The first one is tailoring the incident beam. The second one is engineering the object’s optical parameters. The third one is designing the structured material background, in which the light–matter interaction occurs, and the fourth one is utilizing the indirect photophoretic force, which is related to the thermal effect of light absorption. For all the methods, we analyze the basic principles and review the recent achievements. Finally, we also give a brief conclusion and an outlook on the future development of this field. Keywords: optical pulling force; optical tractor beam; optical manipulation; Bessel beam; nanophotonic structures; photophoresis; photophoretic force. Received Oct. -
Dragon Magazine #158
S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future. -
Solo Play Reviews
RPG REVIEW Issue #41, December 2018 ISSN 2206-4907 (Online) Solo Play Special Issue Tunnels & Trolls ¼ Fighting Fantasy ¼ Papers & Paychecks ... HeartQuest ¼ D&D 5e Solo Game Interview ¼ Avengers Movie Review and more! 1 RPG REVIEW ISSUE 41 December 2018 Table of Contents ADMINISTRIVIA.........................................................................................................................................................2 EDITORIAL AND COOPERATIVE NEWS................................................................................................................2 THE RECOLLECTIONS OF DELECTI.....................................................................................................................10 TUNNELS & TROLLS SOLO PLAY BESTIARY....................................................................................................13 INTERVIEW WITH PAUL BILMER.........................................................................................................................18 DESIGNER'S NOTES FOR MAGELLINICIA..........................................................................................................24 SOLO PLAY REVIEWS.............................................................................................................................................27 RPGaDAY....................................................................................................................................................................34 THE OTHER SOLO PLAY.........................................................................................................................................47