The Design of Exergaming Systems for Autonomous Rehabilitation
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Rogue-Gym: a New Challenge for Generalization in Reinforcement Learning
Rogue-Gym: A New Challenge for Generalization in Reinforcement Learning Yuji Kanagawa Tomoyuki Kaneko Graduate School of Arts and Sciences Interfaculty Initiative in Information Studies The University of Tokyo The University of Tokyo Tokyo, Japan Tokyo, Japan [email protected] [email protected] Abstract—In this paper, we propose Rogue-Gym, a simple and or designated areas but need to perform safely in real world classic style roguelike game built for evaluating generalization in situations that are similar to but different from their training reinforcement learning (RL). Combined with the recent progress environments. For agents to act appropriately in unknown of deep neural networks, RL has successfully trained human- level agents without human knowledge in many games such as situations, they need to properly generalize their policies that those for Atari 2600. However, it has been pointed out that agents they learned from the training environment. Generalization is trained with RL methods often overfit the training environment, also important in transfer learning, where the goal is to transfer and they work poorly in slightly different environments. To inves- a policy learned in a training environment to another similar tigate this problem, some research environments with procedural environment, called the target environment. We can use this content generation have been proposed. Following these studies, we propose the use of roguelikes as a benchmark for evaluating method to reduce the training time in many applications of the generalization ability of RL agents. In our Rogue-Gym, RL. For example, we can imagine a situation in which we agents need to explore dungeons that are structured differently train an enemy in an action game through experience across each time they start a new game. -
Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Action Video-Game Training and Its Effects on Perception and Attentional Control
Action Video-Game Training and Its Effects on Perception and Attentional Control C. Shawn Green , Thomas Gorman , and Daphne Bavelier Introduction Over the past 40 years, video game play has grown from a niche activity into a pervasive and abundant part of modern life. Over half of the United States popula- tion now plays video games, with over 130 million of these individuals being con- sidered “regular” video game players (i.e., playing more than 3 h of video games per week—ESA 2015 ). And although video games were originally, and for the most part continue to be, an entertainment medium, there has nonetheless been signifi - cant scientifi c interest in the possibility that video gaming may have signifi cant effects on the human brain and human behavior . While much of this research has focused on potential negative outcomes (e.g., effects related to aggression or addic- tion—Anderson et al. 2010 ), there exists a growing body of research outlining posi- tive effects of video game play as well. This chapter will specifi cally focus on the positive impact that playing one particular type of video game, known as “action video games,” has on perceptual and attentional skills. The “ Curse of Specifi city” Before discussing the various effects associated with action video game play, it is worth considering why it is interesting in the fi rst place that something like video game play could alter core perceptual or attentional abilities. Indeed, one’s fi rst C. S. Green (*) • T. Gorman Department of Psychology , University of Wisconsin-Madison , Madison , WI , USA e-mail: [email protected]; [email protected] D. -
Application of Retrograde Analysis on Fighting Games
Application of Retrograde Analysis on Fighting Games Kristen Yu Nathan R. Sturtevant Computer Science Department Computer Science Department University of Denver University of Alberta Denver, USA Edmonton, Canada [email protected] [email protected] Abstract—With the advent of the fighting game AI competition, optimal AI. This work opens the door for deeper study of there has been recent interest in two-player fighting games. both optimal and suboptimal play, as well as options related Monte-Carlo Tree-Search approaches currently dominate the to game design, where the impact of design choices in a game competition, but it is unclear if this is the best approach for all fighting games. In this paper we study the design of two- can be studied. player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as II.R ELATED WORK well as formally define the state space that fighting games are A variety of approaches have been used for fighting game AI based on. Additionally, we also characterize how AI can solve the in both industry and academia. One approach in industry has game given a simultaneous action game model, to understand the characteristics of the solved AI and the impact it has on game game AI being built using N-grams as a prediction algorithm design. to help the AI become better at playing the game [30]. Another common technique is using decision trees to model I.I NTRODUCTION AI behavior [30]. This creates a rule set with which an agent can react to decisions that a player makes. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
View the Manual
I NTROt>U(TION Get ready for the Epic Adventure of a lifetime. You are Hercules, battling through a series of action-packed levels in order to prove yourself a True Hero on Earth and take your rightful place as a god on Mount Olympus! However, before you can face your first monster, you'll have to convince Phil, Herc's temperamental trainer, that you've got what it takes to be a True Hero. Once you've sharpened your skills, rescued a few "Damsels in Distress:• and shown Phil you've got what it takes, you'll be ready to set offfor some REAL adventure! If you're able to make your way through the deadly Centaur Forest, survive the chaotic "Big Olive," and defeat the fearsome Hydra you'll think you've got this hero stuff wired! But that's just the beginning. Hades, dark lord of the Underworld, is carrying out his evil plan. He's enlisted the Titans - elemental creatures of Ice, Wind, Lava and Rock - as well as a monstrous brood of fire-breathing Griffins,razor beaked Harpies, and a whole army of Skeleton Warriors to help him. To foil Hades' plan Hercules is going to have to use every bit of his training, strength and skill. So guzzle some Herculade, sharpen your sword, and see if you have what it takes to go the distance, and become a TRUE HERO! NOTE: The default setting of this game is "Medium Difficulty". Beginning players might want to start on the "Beginner Difficulty" setting to practice, but just be aware that you will not be able to play the last two levels of the game . -
The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy
International Conference on Virtual Rehabilitation 2011 Rehab Week Zurich, ETH Zurich Science City, Switzerland, June 27 - 29, 2011 The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy Julie Doyle, Daniel Kelly, Matt Patterson and Brian Caulfield, Member, IEEE AbstractPoor exercise technique and lack of adherence technology as input into therapeutic exergaming provides a during home exercise are implicated in preventing a full measure of objective feedback for both the therapist and the recovery to peak physical function during rehabilitation. It is patient. Making rehabilitation engaging or fun can increase a widely believed that therapeutic exergaming has the potential patient's motivation to adhere to their exercise programme at to solve these issues. However, the field is still young and there home and it is widely believed that a gaming environment is little empirical evidence supporting, in particular, its effectiveness in helping the patient to maintain correct can provide this fun, motivating context [6], [7], [8]. technique. In this paper we present preliminary results from a In fact, much research into rehabilitation through study to examine the effects that visual feedback during technology stresses the importance of feedback to motivate exergaming has on a person's accuracy in performing a motor the rehabilitation process [5], [9]. There is much less task. Our study showed that interacting with a game discussion on the equally important topic of whether such incorporating simple visual feedback results in improved technology can ensure maintenance of correct technique accuracy compared to performing exercise from memory or with limited feedback in the form of an instructional video when exercising. -
Application of Retrograde Analysis to Fighting Games
University of Denver Digital Commons @ DU Electronic Theses and Dissertations Graduate Studies 1-1-2019 Application of Retrograde Analysis to Fighting Games Kristen Yu University of Denver Follow this and additional works at: https://digitalcommons.du.edu/etd Part of the Artificial Intelligence and Robotics Commons, and the Game Design Commons Recommended Citation Yu, Kristen, "Application of Retrograde Analysis to Fighting Games" (2019). Electronic Theses and Dissertations. 1633. https://digitalcommons.du.edu/etd/1633 This Thesis is brought to you for free and open access by the Graduate Studies at Digital Commons @ DU. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ DU. For more information, please contact [email protected],[email protected]. Application of Retrograde Analysis to Fighting Games A Thesis Presented to the Faculty of the Daniel Felix Ritchie School of Engineering and Computer Science University of Denver In Partial Fulfillment of the Requirements for the Degree Master of Science by Kristen Yu June 2019 Advisor: Nathan Sturtevant ©Copyright by Kristen Yu 2019 All Rights Reserved Author: Kristen Yu Title: Application of Retrograde Analysis to Fighting Games Advisor: Nathan Sturtevant Degree Date: June 2019 Abstract With the advent of the fighting game AI competition [34], there has been re- cent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. -
Distinctive Difference Game Titles Between Japanese Context And
What is “Japanese video game” • Kohler, Chris. "Power-up: how Japanese video games gave the world an extra life." (2004). • Picard, Martin. "The foundation of geemu: A brief history of early Japanese video games." Game Studies 13.2 (2013). • Pelletier-Gagnon, Jérémie. Video Games and Japaneseness: An analysis of localization and circulation of Japanese video games in North America. Diss. McGill University, 2011. What is “Japanese video game” • Some famous “Made in Japan” games is not famous in Japan. Ex : “Zaxxon”(1982), “Jet Grind Radio” (2000), “Cooking Mama”(2006) (C)SEGA 1982 (C)SEGA 2000 (C)TAITO 2006 Some famous Japanese game is not famous in English context. Ex : “moon”(1997) (C) ASCII 1997 (C) ASCII 1997 Japanese gamer don’t know famous game titles. • For example, most of Japanese video game players don’t know “Tempest”(1981), “Canabalt”(2009) (C)ATARI 1981 (C)Semi-Secret Software 2009 Do you know the game ? https://goo.gl/forms/ZJr4iQqam95p9kcC2 1.Purpose of the study A) Today Japanese video game context and English video game context, each context have much local bias. We want to know local game history. B) Developing method to know characteristic history in each area. 2.Significance of the study A) Making basic resource for local game history research, and area studies. B) Extended use case trial of Media Art DB. # Now, This DB don’t include work – version relation.(at 2016/8) Media ART DB / Game Domain(Published by Agency for Cultural Affairs Japan) 3.Method 1. Picking up video game titles from a. video game books, awards, exhibitions about video games, and sales data. -
Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise.