What's an Agent, Anyway? a Sociological Case Study Leonard N
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Full Guide-Good
The Barren Realms Builder’s Guide v 2.0 written and compiled by: Faustus with special thanks to: Kiri, Temper, Delton, Matai, Mazrim, Brand, Ahab, and Kytar (for contributing to the previous version of this guide, making this new version much easier to create.) Visit us at: barren.coredcs.com 8000 Original DIKU code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madson, Michael Seifert, and Sebastian Hammer Original MERC code by: Kahn, Hatchet, and Furey BR Supplemental code by: The BARREN REALMS Coding Crew Part I before you begin your new area Barren Realms has been around since 1994. In that time it has constantly grown and developed, mainly through the contributions of the players who have volunteered their time and energy to making Barren Realms a better place. One of the ways that players like you can help to add to the Barren Realms experience is by building an area. Anyone can create an area. You don’t need any programming experience of any special tools. All that it takes is a little creativity, dedication, and drive. This guide is designed to help anyone who wishes to write and area for the mud. It is primarily intended to help someone who wants to use a text editor to create their area file, as opposed to one of the off-line building programs available on the internet. (Barren Realms does not offer on-line building and there are no plans to add this feature.) Even if you are planning to use something other than a text editor to build your area, you should read through this guide, as there is plenty of good information contained herein that can be applied to all builders. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
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. -
Gloria Feman Orenstein Is a Professor of Comparative Literature and Gender Studies at the University of Southern California
Gloria Feman Orenstein 1 The Earth Is a Heavenly Body: The Mythopoetic Universe of Linda Vallejo Linda Vallejo “Fierce Beauty” A Forty Year Retrospective catalog essay by Gloria Feman Orenstein is a Professor of Comparative Literature and Gender Studies at The University of Southern California. She writes on Surrealism, Ecofeminism, women and the arts, shamanism and Jewish women artists. Her books include The Theater of the Marvelous: Surrealism and the Contemporary Stage and The Reflowering of the Goddess. She is also co-editor of Reweaving the World: The Emergence of Ecofeminism, a collection of essays that grew out of a conference she organized at USC in 1987. THE EARTH IS A HEAVENLY BODY: THE MYTHOPOETIC UNIVERSE OF LINDA VALLEJO Linda Vallejo’s cosmic vision narrates a mythic journey from Nepantla, the space between divided worlds (cultures, lands, states of consciousness, ideologies, identities), to an envisaged archetypal realm of light, an enlightenment, that begins to be perceived as her protagonist, Mud Woman/Earth Mother, reconnects heaven with earth via the illuminated vision of the Tree of Life. Through her body of work known as The Electrics, Vallejo’s earthly realm of electrified trees is aligned with the archetypal Tree of Life, a cross-cultural shamanic template for the connection of the lower, middle, and upper realms of all creation. In Vallejo’s oeuvre, the Tree of Life manifests its earthly incarnation as an oak tree, and, in fact, Linda’s studio is located right above a grove of sacred oaks. Mud Woman’s spiritual teaching when she appears on the Altar of Postmodern Trash (2007) contrasts an image of the destruction of the modern city before which she stands with that of another image on a different altar. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends. -
Tesi G. De Maio.Pdf
UNIVERSITA` DEGLI STUDI DI SALERNO DIPARTIMENTO DI INFORMATICA \RENATO M. CAPOCELLI" CORSO DI DOTTORATO IN INFORMATICA XII CICLO { NUOVA SERIE anno accademico 2012-2013 Tesi di Dottorato in Informatica On The Evolution of Digital Evidence: Novel Approaches for Cyber Investigation Tutor Candidato prof. Giuseppe Cattaneo Giancarlo De Maio Coordinatore prof. Giuseppe Persiano Ai miei genitori. 1 2 Abstract Nowadays Internet is the fulcrum of our world, and the World Wide Web is the key to access it. We develop relationships on social networks and entrust sensitive documents to online services. Desktop applications are being replaced by fully-fledged web-applications that can be accessed from any devices. This is possible thanks to new web technologies that are being introduced at a very fast pace. However, these advances come at a price. Today, the web is the principal means used by cyber-criminals to perform attacks against people and organizations. In a context where information is extremely dynamic and volatile, the fight against cyber-crime is becoming more and more difficult. This work is divided in two main parts, both aimed at fueling research against cyber- crimes. The first part is more focused on a forensic perspective and exposes serious limi- tations of current investigation approaches when dealing with modern digital information. In particular, it shows how it is possible to leverage common Internet services in order to forge digital evidence, which can be exploited by a cyber-criminal to claim an alibi. Here- inafter, a novel technique to track cyber-criminal activities on the Internet is proposed, aimed at the acquisition and analysis of information from highly dynamic services such as online social networks. -
Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
What Is the Future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What Is the Future of Massively Multiplayer Online Gaming?
What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) An undergraduate dissertation submitted in partial fulfillment of the requirements of CS335 - The Computing Dissertation module of BSc (Hons) Computer Science. I (Richard Slater) hereby certify that the content of this document has been produced solely by me in person according to the regulations set out by the University of Brighton, as such it is an original work. I so declare that any reference to non-original document or material has been properly acknowledged. Document Data Total Word Count 8944 Word Count 8090 excluding footnotes and annexes Modified 26 February 2004 By Richard Slater Revision 78 a PDF version of this document is available at http://www.richard-slater.co.uk/university/dissertation Page 1 of 28 What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) 1) Table of Contents 1) Table of Contents................................................................................................... 2 2) Abstract................................................................................................................ 3 3) Introduction........................................................................................................... 4 3.1) Terms and Definitions.......................................................................................4 3.2) Quality of references........................................................................................5 -
Gamebots: a 3D Virtual World Test-Bed for Multi-Agent Research Rogelio Adobbati, Andrew N
Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research Rogelio Adobbati, Andrew N. Marshall, Gal Kaminka, Steven Schaffer, Chris Sollitto Andrew Scholer, Sheila Tejada Computer Science Department Information Sciences Institute Carnegie Mellon University University of Southern California Pittsburgh, PA 15213 4676 Admiralty Way [email protected] Marina del Rey, CA 90292 {srs3, cs3} @andrew.cmu.edu {rogelio, amarshal, ascholer, tejada} @isi.edu ABSTRACT To address these difficulties, we have been developing a new type This paper describes Gamebots, a multi-agent system of research infrastructure. Gamebots is a project started at the infrastructure derived from an Internet-based multi-player video University of Southern California’s Information Sciences game called Unreal Tournament. The game allows characters to Institute, and jointly developed by Carnegie Mellon University. be controlled over client-server network connections by feeding The project seeks to turn a fast-paced multi-agent interactive sensory information to client players (humans and agents). Unlike computer game into a domain for research in artificial intelligence other standard test-beds, the Gamebots domain allows both human (AI) and multi-agent systems (MAS). It consists of a players and agents, or bots, to play simultaneously; thus providing commercially developed, complex, and dynamic game engine, the opportunity to study human team behavior and to construct which is extended and enhanced to provide the important agents that play collaboratively with humans. The Gamebots capabilities required for research. system provides a built-in scripting language giving interested Gamebots provides several unique opportunities for multi-agent researchers the ability to create their own multi-agent tasks and and artificial intelligence research previously unavailable with environments for the simulation. -
Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015)
UIC Law Review Volume 49 Issue 1 Article 8 Fall 2015 Professional Video Gaming: Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015) Elizabeth Brusa Follow this and additional works at: https://repository.law.uic.edu/lawreview Part of the Computer Law Commons, Entertainment, Arts, and Sports Law Commons, Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Elizabeth Brusa, Professional Video Gaming: Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015) https://repository.law.uic.edu/lawreview/vol49/iss1/8 This Comments is brought to you for free and open access by UIC Law Open Access Repository. It has been accepted for inclusion in UIC Law Review by an authorized administrator of UIC Law Open Access Repository. For more information, please contact [email protected]. PROFESSIONAL VIDEO GAMING: PIRACY THAT PAYS ∗ ELIZABETH BRUSA I. INTRODUCTION ................................................................ 218 II. BACKGROUND................................................................... 221 A. A Brief History of Copyright Law ...........................222 B. What Does Copyright Protect? ................................224 C. Who Is a Copyright Owner? .....................................227 D. What Rights Are Granted by Copyright? ................228 E. Enforcement of Copyright ........................................229 F. The Fair Use Doctrine ..............................................231 III. ANALYSIS ......................................................................... 235 A. Two Potentially