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Arxiv:1810.03151V1 [Cs.AI] 7 Oct 2018
A Minesweeper Solver Using Logic Inference, CSP and Sampling Yimin Tang1, Tian Jiang2, Yanpeng Hu3 1 Shanghaitech University 2 Shanghaitech University 3 Shanghaitech University [email protected] [email protected] [email protected] Abstract 1.2 Measurement Difference between Human Beings and AI Minesweeper as a puzzle video game and is proved that it is a NPC problem. We use CSP,Logic Infer- For a human, the fastest possible time ever completed is the ence and Sampling to make a minesweeper solver only metric. So it does not matter if one loses 20 games for and we limit our each select in 5 seconds. every game we win: only the wins count. However, for an AI, this is clearly not a reasonable metric as a robot that can click as fast as we want to. A more generalized metric would 1 Introduction be adapted instead: to win as many games as possible with Minesweeper as a puzzle video game, has been well-known time limit. We define time limit as 5secs one step here to worldwide since it is preassembled in the computer system accomplish tests in appropriate time. in 1995. The concept of AI Minesweeper solver is brought up as a consequence. From 1995 to present, multiple ap- proaches has been applied to build up a minesweeper ranging 2 Difficulty from use of genetic algorithms, graphical models and other learning strategies [2]. There have been previous implemen- tations to the CSP approach, which is the current “state of 2.1 Infinite state space the art” method [3]. -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
Pocket Brain Training Logic Puzzles Free
FREE POCKET BRAIN TRAINING LOGIC PUZZLES PDF Puzzle People | 224 pages | 01 Sep 2009 | Carlton Books Ltd | 9781847322470 | English | London, United Kingdom Logic Puzzles by Puzzle Baron This is a partial list of notable puzzle video gamessorted by general category. Tile-matching video games are a type of puzzle video game where the player manipulates tiles in order to make them disappear according to a matching criterion. There are a great number of variations on this theme. Puzzle pieces advance into the play area from one or more edges, typically falling into the play area from above. Player must match or arrange individual pieces to achieve the particular objectives defined by each game. Block-shaped puzzle pieces advance onto the board from one or more edges i. Pocket Brain Training Logic Puzzles player tries to prevent the blocks from reaching the opposite edge of the playing area. From Wikipedia, the free encyclopedia. Wikipedia list article. See also: List of maze video games. This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged Pocket Brain Training Logic Puzzles removed. Impossible puzzles Maze video games Nikoli puzzle types Puzzle video games Puzzle topics. Main article: Tile-matching video game. Pocket Gamer. Retrieved January 29, Next Generation. Imagine Media. May Lists of Pocket Brain Training Logic Puzzles games by genre. Chess Golf Professional wrestling Snowboarding Sumo. Categories : Video game lists by genre Puzzle video games. Hidden categories: Articles with short description Short description is different from Wikidata Articles needing additional references from January All articles needing additional references. -
Game Stylistics: Playing with Lowbrow by Hyein Lee a Thesis Supporting
Game Stylistics: Playing with Lowbrow by Hyein Lee A thesis supporting paper and exhibition presented to the OCAD University in partial fulfillment of the requirements for the degree of Master of Design in the Interdisciplinary Master‘s in Art, Media and Design Program OCADU Graduate Gallery 205 Richmond Street Toronto, Ontario, Canada September 6th – September 9th, 2011 © Hyein Lee, August 2011 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I authorize OCAD University to lend this thesis to other institutions or individuals for the purpose of scholarly research. I understand that my thesis may be made electronically available to the public. I further authorize OCAD University to reproduce this thesis by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. Signature __________________________________________________ ii Game Stylistics: Playing with Lowbrow Hyein Lee, Masters of Design, 2011 Interdisciplinary Master‘s in Art, Media and Design OCAD University Abstract Playing with Lowbrow is an art game development/creation project that explores the application of Lowbrow aesthetics to game graphics. The resulting creation, Twinkling Stars Above, is a single-player platform PC game prototype. This paper describes the shared and distinct context of two contemporary art movements important to the creation of Twinkling Stars Above: Japan‘s Superflat and North America‘s Lowbrow. I propose that, given Superflat‘s influence on Japan‘s video game graphics, Lowbrow style could also be applied to video games. -
Parallel Session 3
Engagementgame Serious gaming used as a management intervention to prevent work-related stress among workers Maartje Bakhuys Roozeboom, TNO Safety and health at work is everyone’s concern. It’s good for you. It’s good for business. Serious gaming A game in which education (in its various forms) is the primary goal, rather than entertainment (Michael & Chen, 2006) www.healthy-workplaces.eu 2 Opportunities of serious gaming • Active learning more effective than passive learning (Vygotsky, 1978) • Experiment without fearing negative consequences • Direct feedback on actions • Short and long term consequences can be experienced Learning pyramid of Bales www.healthy-workplaces.eu 3 Serious gaming • Scientific evidence on effectiveness is increasing (Connolly et al. 2012) • Number of applications of serious gaming Glucoboy is rapidly increasing ‘Exergaming’ Flight simulator How Mario deals with diabetes ABCDEsim www.healthy-workplaces.eu 4 Successful example: Fold it “How online gamers are solving science’s biggest problems” (The Guardian, 2014) • Online puzzle video game about protein folding • Contributes to scientific research • >100.000 players • Publications in journal Nature www.healthy-workplaces.eu 5 Serious gaming for OSH Management intervention aimed at work-related stress and work engagement by means of a serious game www.healthy-workplaces.eu 6 Background • Work related stress is major health risk • Interventions and measures often not taken • Effectiveness of interventions largely depend on management and supervisors Conclusion: -
G Boots: a Real-Time 3D Puzzle Video Game Graphics Senior Project
G Boots A Real-Time 3D Puzzle Video Game Graphics Senior Project Zachary Glazer Project Advisor: Zoë Wood Spring 2015 Abstract G Boots is a real-time 3D puzzle video game. It uses OpenGL, using GLSL for shaders, in order to implement cross platform support of advanced rendering and shading techniques. A level editing system was implemented so that anyone can make or edit levels that can then be played in the game. At the end of two quarters of development by a single developer, one polished proof of concept level was created using the level editing system in order to show the feasibility of the project. Introduction The video game industry is a multi-billion dollar industry. It used to be that only large companies could afford to make video games due to the high cost of making and distributing the games. But now, with the ability to distribute games over the internet with services like Steam and graphics technologies becoming more widely known, it has become possible for individual developers to make and distribute games. G Boots was made with this in mind. It was made by one developer in only two quarters (6 months) while taking multiple other classes at California Polytechnic State University, San Luis Obispo. The purpose of this project was to build a fun, real-time 3D puzzle video game for desktop machines. It was built using OpenGL 2.1, GLSL 120, GLFW 3.0.4, FreeType 2.5.5, Bullet3 2.83, and SOIL (Simple OpenGL Image Library). The main mechanic of the game is the player’s ability to control how gravity affects them and other object. -
Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age
Virginia Commonwealth University VCU Scholars Compass Theses and Dissertations Graduate School 2014 Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age Christopher J. Baker Virginia Commonwealth University Follow this and additional works at: https://scholarscompass.vcu.edu/etd Part of the Other Theatre and Performance Studies Commons © The Author Downloaded from https://scholarscompass.vcu.edu/etd/3627 This Thesis is brought to you for free and open access by the Graduate School at VCU Scholars Compass. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of VCU Scholars Compass. For more information, please contact [email protected]. © Christopher John Baker 2014 All Rights Reserved VIDEO GAMES: THEIR EFFECT ON SOCIETY AND HOW WE MUST MODERNIZE OUR PEDAGOGY FOR STUDENTS OF THE DIGITAL AGE A Thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts at Virginia Commonwealth University. by CHRISTOPHER JOHN BAKER B.A. Theatre, University of Wisconsin-Parkside, 2010 Director: NOREEN C. BARNES, Ph.D. DIRECTOR OF GRADUATE STUDIES, DEPARTMENT OF THEATRE Virginia Commonwealth University Richmond, Virginia December 2014 ii Acknowledgement First and foremost, I would like to acknowledge my wonderful family for all of the support they have given me over the course of my ever evolving career. Most importantly, I want to offer a most heartfelt thanks to my parents, Steven and Linda Baker. Not only did they constantly encourage my insatiable desire to create art throughout my life, but they were also the ones who both purchased my first video game system, a Super Nintendo Entertainment System, and allowed me to spend my free time delving deep into the fictional worlds of video games. -
How Are Puzzle Games Designed? (Introduction)
8 How are puzzle games designed? (Introduction) 16 Apr, 2011 in Development / Game Design / Puzzle Game Design tagged level design / puzzle game design / puzzle game hisotry / Herman by Herman Tulleken We asked five developers of interesting puzzle games how they did it: what they consider a good puzzle, what processes they follow, and how they zone in on fun and manage difficulty. We will publish these interviews in the upcoming weeks; this is just a quick introduction that sets the stage for the words of wisdom from the puzzle design experts. Who did we ask? (The links on the names link to the interviews.) Dave Hall (Q.U.B.E) Rob Jagnow (Cogs) Ted Lauterbach (suteF) Teddy Lee (My First Quantum Translocator) Guy Lima (Continuity) Later in this article, we explain what all these games have in common. You can also check out our comprehensive summary of the feedback we got from the game developers we interviewed: How Are Puzzle Games Designed (Conclusion). What is a puzzle? Definition time! Puzzlemaster Scott Kim says, A puzzle is fun, and has one right answer. Jesse Schell gives us a more specific definition: A puzzle is a game with a dominant strategy. A dominant strategy is … when choices are offered to a player, but one of them is clearly better than the rest … Are you thinking about how this applies to Tetris and Angry Birds? When we look closely any of the definitions in our field, we see that there are annoying exceptions. Nevertheless, dominant strategy is a useful concept. Even when there is more than one possibility, the designer had a single possibility in mind. -
A Study of Playing Video Game on Computer with Keyboard Control
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 A Study Of Playing Video Game On Computer With Keyboard Control Muhammad Suhaib Student of Doctoral of Philosophy(Ph.D) in Computer Science Sr. Full Stack Developer, T-Mark Inc, Tokyo, Master of Engineering, Ritsumeikan University, Japan ----------------------------------------------------------------------------------***------------------------------------------------------------------------------ Abstract -Playing video games is debated from last 40 years, Video games is great educational potential, and same popular in every age of group, this study is trying to evaluation of play Video Game on computer with keyboard control, Tetris Puzzle game is selected for experiment and one user who don’t have any experience in past was requested to play this game with keyboard control at-least 50 time. Power Law of Practice is use to predict learning curve of the new Tetris game. Key Words: Power Law of Practice, Learning Curve, Video Game, Tetris Game, Keyboard Control. 1.INTRODUCTION Playing Video Game is very popular in both generations elder and children., video games are for fun and stimulating, Tetris is a tile Matching puzzle video game, Playing Tetris Game on computer is very popular. Tetris is Available almost all electronics format. It’s mainly play with left, right with the arrow keys or buttons and need to move tetrominoes to get them together. In this game seven type of tetrominoes and need to use the action to rotate the block to fit holes. May Users prefer to use keyboard control for playing game. 2. OBJECTIVE There is multiple way to measure how people learn an interface or task by doing a Learning Experiments. -
Learning the Arrow of Time for Problems In
Published as a conference paper at ICLR 2020 LEARNING THE ARROW OF TIME FOR PROBLEMS IN REINFORCEMENT LEARNING Nasim Rahaman1;2;3 Steffen Wolf1 Anirudh Goyal3 Roman Remme1 Yoshua Bengio3;4;5 1Image Analysis and Learning Lab, Ruprecht-Karls-Universitat,¨ Heidelberg 2Max-Planck Institute for Intelligent Systems, Tubingen¨ 3Mila, Montreal´ 4CIFAR Senior Fellow 5Canada CIFAR AI Chair ABSTRACT We humans have an innate understanding of the asymmetric progression of time, which we use to efficiently and safely perceive and manipulate our environment. Drawing inspiration from that, we approach the problem of learning an arrow of time in a Markov (Decision) Process. We illustrate how a learned arrow of time can capture salient information about the environment, which in turn can be used to measure reachability, detect side-effects and to obtain an intrinsic reward signal. Finally, we propose a simple yet effective algorithm to parameterize the problem at hand and learn an arrow of time with a function approximator (here, a deep neural network). Our empirical results span a selection of discrete and continuous environments, and demonstrate for a class of stochastic processes that the learned arrow of time agrees reasonably well with a well known notion of an arrow of time due to Jordan, Kinderlehrer, and Otto (1998). 1 INTRODUCTION The asymmetric progression of time has a profound effect on how we, as agents, perceive, process and manipulate our environment. Given a sequence of observations of our familiar surroundings (e.g. as video frames), we possess the innate ability to predict whether the said observations are ordered correctly. We use this ability not just to perceive, but also to act: for instance, we know to be cautious about dropping a vase, guided by the intuition that the act of breaking a vase cannot be undone. -
DESIGNING a DIGITAL ROLEPLAYING GAME to FOSTER AWARENESS of HIDDEN DISABILITIES Rafael Leonardo Da Silva, the University of Georgia
2020 | Volume 11, Issue 2 | Pages 55-63 DESIGNING A DIGITAL ROLEPLAYING GAME TO FOSTER AWARENESS OF HIDDEN DISABILITIES Rafael Leonardo da Silva, The University of Georgia On Fighting Shadows (OFS) is a two-dimensional roleplaying INTRODUCTION game that tells the story of Marvin, a young adult that In Valiant Hearts: The Great War (Ubisoft Montpellier, 2014), an experiences hidden disabilities, focusing on hydrocephalus unlikely band of heroes struggle for survival and hang on to and its possible mental health implications, such as anxiety hope during World War I. These four characters, who wanted and depression. Developed with the goal of being both nothing more than the fighting to end, were accompanied informational and engaging, OFS aims to increase awareness by a faithful dog who followed and helped them in their and foster discussions not only about hidden disabilities adventures. They are, in fact, the playable protagonists in as medical conditions, but also as phenomena that are a puzzle video game developed by Ubisoft Montpellier, experienced in society. The objective of this design case is inspired by letters sent to loved ones during the Great War. to describe the development process, including the design Valiant Hearts is an incredibly emotional journey, one that dilemmas, of the prototype of OFS, as well as to discuss can even lead players to cry and relate to the sadness being future directions of this project. Both in the prototype design portrayed on the screen. This example demonstrates the phase and in usability testing, the tension between learning capacity of video games, a medium that has had its storytell- and entertainment was observed, aligning with reflections ing possibilities refined and expanded since their conception from previous studies (Prestopnik, 2016). -
The Playful Citizen Civic Engagement in Civic Engagement a Mediatized Culture Edited Glas, by René Sybille Lammes, Michiel Lange, De Raessens,Joost and Imar Vries De
GAMES AND PLAY Raessens, and Vries De (eds.) Glas, Lammes, Lange, De The Playful Citizen The Playful Edited by René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries The Playful Citizen Civic Engagement in a Mediatized Culture The Playful Citizen The Playful Citizen Civic Engagement in a Mediatized Culture Edited by René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries Amsterdam University Press The publication of this book was made possible by the Utrecht Center for Game Research (one of the focus areas of Utrecht University), the Open Access Fund of Utrecht University, and the research project Persuasive gaming. From theory-based design to validation and back, funded by the Netherlands Organisation for Scientific Research (NWO). Cover illustration: Photograph of Begging For Change, MEEK (courtesy of Jake Smallman). Cover design: Coördesign Lay-out: Crius Group, Hulshout isbn 978 94 6298 452 3 e-isbn 978 90 4853 520 0 doi 10.5117/9789462984523 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) All authors / Amsterdam University Press B.V., Amsterdam 2019 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Contents 1. The playful citizen: An introduction 9 René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries Part I Ludo-literacies Introduction to Part I 33 René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries 2.