The Design, Implementation, and Incorporation of "Hack and Slash" š Animation Into the Unreal Development
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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. -
Playing by Programming
discuss key features of these environments and their Playing by pedagogical potential, and highlight some exemplar program-to-play games. Programming: Rethinking Games and Computer Science Education Making Gameplay Video games have become nearly ubiquitous in the lives of kids growing up today. Be it addictive mobile games, a Programming sophisticated blockbuster console games, or casual on line games played through social networking sites-video Activity games are everywhere. The growth in popularity of video games has not gone unnoticed by educators and designers of educational technology. As a result, a growing number of educational designers are using video games as a con- David Weintrop text for learners to engage with new ideas and concepts. In Uri Wilensky this way, the video game medium is being used to provide meaningful learning opportunities, often with the hopes that positive play experiences will increase interest in the Video games are an oft-cited reason for young learners domain for the player. This is especially true for the field of getting intere$ted in programming and computer science. computer science, as the video games being played are As such, many learning opportunities build on themselves products of the concepts and practices that this interest by having kids program their own video are central to computer science. Thus, interest in and en- games. This approach, while sometimes successful, has joyment of video games is a frequently cited reason for why its drawbacks stemming from the fact that the challenge learners want to study computer science (Carter, 2006). of programming and game building are left distinct from Blending video games and computer science education the gamep!ay experience that initially drew learners in. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Dmc3 Pc Download Devil May Cry 3 PC Free Download Full Version
dmc3 pc download Devil May Cry 3 PC Free Download Full Version. If you like short-range combat, then Devil may cry is a game that you should try out. Devil may cry 3 is one of the installments in the entire gaming series. It involves a lot of intense fighting and even has a good enough back story that leads to the fighting. If you are a pro gamer, you are bound to have heard at least the name of the devil may cry gaming series. There is a chance that you have been thinking about trying this game out for a while now. But you chose to take a look at what the game has to offer to you before you install it. Honestly, that is quite a good decision. And you have come to the right place for that too. As you scroll on you will be able to get a glance at what the game is about and how to play it. You can thereafter make an informed decision. Sounds good? Then why not read on! Table of Contents. About the game. Developed and published both by Capcom, this game was released in the year 2005. It can now be played on Microsoft Windows, PlayStation 3, PlayStation 2, PlayStation 4, Xbox One, and also Nintendo switch. The best part about this game is that it has a very interesting plot. The storyline of this game gets you involved in it in no time. The story involves Dante, who is a demon hunter and aims at terminating all demons in the world. -
Launch of Rodeo's New Pachislot Machine “Devil May Cry 3”
(Translation) To all parties concerned: April 26, 2007 Fields Corporation President and CEO: Hidetoshi Yamamoto (JASDAQ code 2767) Inquiries: Hiroyuki Yamanaka Director and General Manager, Planning and Administration Division Tel.: +81-3-5784-2111 “Devil May Cry” is a registered trademark of Capcom Co., Ltd. Launch of Rodeo’s New Pachislot Machine “Devil May Cry 3” Fields Corporation (Head office: Shibuya-ku, Tokyo; President and CEO: Hidetoshi Yamamoto) announces the nationwide release of Rodeo Co., Ltd.’s new pachislot machine “Devil May Cry 3.” The new machine features contents from the “Devil May Cry 3” video game software developed by Capcom Co., Ltd. This game software gained high acclaim for its horrific battle scenes between a devil hunter, who has inherited the blood of a legendary demon swordsman, and devils from a hellish world. Some 6.5 million units of the software have been sold in Japan and overseas, from its release in August 2001 until September 30, 2006. Capcom fully cooperated with Rodeo to create the exhilarating action sequences of Dante, the Devil Hunter, which are reproduced on an outstanding 20-inch “donut-vision” screen featuring amazing quality and beautiful images. The plot centers on a fateful showdown between Dante and his elder brother Vergil, with fierce battles taking place between the two brothers in the “Devil Bonus” arena, where players can attain the climax of excitement with the delivery of bonus coins. Featuring the latest model of the battle bonus function, the new “Devil May Cry 3” pachislot machine will have wide appeal among game fans as well as pachislot enthusiasts. -
Player–Game Interaction and Cognitive Gameplay: a Taxonomic Framework for the Core Mechanic of Videogames
informatics Article Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames Kamran Sedig 1,*, Paul Parsons 2 and Robert Haworth 1 1 Department of Computer Science, Western University, London, ON N6A 3K7, Canada; [email protected] 2 Department of Computer Graphics Technology, Purdue University, West Lafayette, IN 47907, USA; [email protected] * Correspondence: [email protected]; Tel.: +1-519-661-2111 (ext. 86612) Academic Editor: Antony Bryant Received: 19 December 2016; Accepted: 9 January 2017; Published: 13 January 2017 Abstract: Cognitive gameplay—the cognitive dimension of a player’s experience—emerges from the interaction between a player and a game. While its design requires careful consideration, cognitive gameplay can be designed only indirectly via the design of game components. In this paper, we focus on one such component—the core mechanic—which binds a player and game together through the performance of essential interactions. Little extant research has been aimed at developing frameworks to support the design of interactions within the core mechanic with cognitive gameplay in mind. We present a taxonomic framework named INFORM (Interaction desigN For the cORe Mechanic) to address this gap. INFORM employs twelve micro-level elements that collectively give structure to any individual interaction within the core mechanic. We characterize these elements in the context of videogames, and discuss their potential influences on cognitive gameplay. We situate these elements within a broader framework that synthesizes concepts relevant to game design. INFORM is a descriptive framework, and provides a common vocabulary and a set of concepts that designers can use to think systematically about issues related to micro-level interaction design and cognitive gameplay. -
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. -
27” 4K Ultra HD Gaming Monitor with Superclear® IPS Technology XG2700-4K
27” 4K Ultra HD Gaming Monitor with SuperClear® IPS Technology XG2700-4K The ViewSonic® XG2700-4K is a 27” 4K Ultra HD LED gaming monitor that delivers stunning definition and color for highly immersive gameplay. With 3840x2160 resolution and SuperClear IPS panel technology, this monitor provides incredibly sharp and detailed visuals. What’s more, gamers are empowered with a wide array of customizable pro-style color settings for the most accurate colors across gaming genres. This incredible alchemy of detail and color are fully realized with VESA Adaptive-Sync technology: a combination that delivers tear-free, picture-perfect gaming every time. A fast 5ms response time and low input lag also provides smooth screen performance free from blurring or ghosting. A Game Mode feature optimizes visuals for FPS, RTS and MOBA, and a black stabilization function helps target enemies lurking in the dark while maintaining rich colors and contrast. With future-proof DisplayPort and HDMI 2.0 to support 4K UHD resolution at 60Hz, this monitor is the pinnacle of detailed gaming, and maximizes the gaming potential of any PC. With unbelievable detail and color, this monitor provides everything needed for total game immersion. Stunning 4K Ultra HD Resolution Displaying more than 8 million pixels with a high pixel density, this 3840x2160 monitor delivers the ultimate in image detail and clarity for stunning, highly immersive gameplay. At 4x more pixels than Full HD resolution, this monitor provides a bigger picture of your gaming world so you can see the entire battlefield in all its glory. SuperClear IPS Panel Technology Enjoy accurate and vivid colors with consistent levels of brightness no matter the vantage point. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Video Game Genre Classification Based on Deep Learning
Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School Fall 2020 Video Game Genre Classification Based on Deep Learning Yuhang Jiang Western Kentucky University, [email protected] Follow this and additional works at: https://digitalcommons.wku.edu/theses Part of the Artificial Intelligence and Robotics Commons, Other Physical Sciences and Mathematics Commons, and the Probability Commons Recommended Citation Jiang, Yuhang, "Video Game Genre Classification Based on Deep Learning" (2020). Masters Theses & Specialist Projects. Paper 3462. https://digitalcommons.wku.edu/theses/3462 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING AThesis Presented to The Faculty of the Department of Mathematics Western Kentucky University Bowling Green, Kentucky In Partial Fulfillment Of the Requirements for the Degree Master of Science By Yuhang Jiang December 2020 VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING Date Recommended Digitally signed by Lukun Zheng Lukun Zheng Date: 2020.11.16 17:22:45 -06'00' Dr. Lukun Zheng, Director of Thesis Digitally signed by Zhonghang Xia Zhonghang Xia Date: 2020.11.17 08:56:36 -06'00' Dr. Zhonghang Xia Digitally signed by Nguyen, Thanh DN: cn=Nguyen, Thanh, o=Western Kentucky University, ou=Department of Mathematics, [email protected], c=US Nguyen, Thanh Date: 2020.11.17 08:45:17 -06'00' Dr. Lan Nguyen Digitally signed by Melanie A. Autin Melanie A. -
Devil May Cry Jump Version 3.0: Pull My (Devil) Trigger
Devil May Cry Jump Version 3.0: Pull My (Devil) Trigger __________________________________________________ Here's an old tale for ya... __________________________________________________ "Two millenniums ago, there was a war. Between the human world and the other... the Underworld. But somebody from the Underworld woke up to justice, and stood up against this legion, alone. His name was Sparda. Later, he quietly reigned the human world, and continued to preserve harmony, until his death. He became a legend, The Legendary Dark Knight, Sparda." ...Hmm... doesn't quite sound right, does it? How 'bout this; "Long ago, in ancient times, a demon rebelled against his own kind for the sake of the human race. With his sword, Sparda shut the portal to the demonic realm, and sealed the evil entities off of our human world. But since he was a demon himself, Sparda's power was also trapped on the other side." Heh... I'm sure by now you've heard all sorts of colorful variations of this legend, but here's a word of advice from me; don't buy 'em. See, folks have nasty habit of embellishing the big stuff, while also forgetting the smaller, more subtle details. Here's one such detail that you won't hear about anywhere else; Sparda had children—Twin sons birthed by a human woman (and if some sources were to be believed she would be a witch of some sort). And being born the child of a powerful devil sure wasn't easy. Between an eventful childhood and an even more bizarre adulthood, I can say for certain that I can teach you a thing or two about what it really means to be a Son of Sparda.