Advances in Computer Games : Many Games, Many Challenges Pdf, Epub, Ebook
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Table of Contents 129
Table of Contents 129 TABLE OF CONTENTS Table of Contents ......................................................................................................................................................129 Science and Checkers (H.J. van den Herik) .............................................................................................................129 Searching Solitaire in Real Time (R. Bjarnason, P. Tadepalli, and A. Fern)........................................................ 131 An Efficient Approach to Solve Mastermind Optimally (L-T. Huang, S-T. Chen, S-Ch. Huang, and S.-S. Lin) ...................................................................................................................................... 143 Note: ................................................................................................................................................................. 150 Gentlemen, Stop your Engines! (G. McC. Haworth).......................................................................... 150 Information for Contributors............................................................................................................................. 157 News, Information, Tournaments, and Reports: ......................................................................................................158 The 12th Computer Olympiad (Continued) (H.J. van den Herik, M.H.M. Winands, and J. Hellemons).158 DAM 2.2 Wins Draughts Tournament (T. Tillemans) ........................................................................158 -
Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
An Opportunity for In-Game Ad Placement.Pdf
480 Chapter 24 An Opportunity for In- Game Ad Placement: The History of the Video Game Industry Interpreted Through the Meaning Lifecycle Heather M. Schulz The University of Texas at Austin, USA Matthew S. Eastin The University of Texas at Austin, USA AbstrAct It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games. IntroductIon of room for advertising growth. In the academic realm, in-game ad placement has been subjected In-game ad placement, defined as the process to an increasing amount of research over the last of placing advertisements in video games, is decade (Nelson, 2002; Chaney, Lin, & Chaney, a rapidly growing industry with $295 million 2004; Grigorovici & Constantin, 2004; Nicovich, spent in 2007, $403 million spent in 2008, and 2005; Yang, Roskos-Ewoldsen, Dinu, & Arpan, $443 million spent in 2009 (Verna, 2008; Verna, 2006; Lee & Farber, 2007; Wise, Bolls, Kim, & 2009). However, video game sales for 2008 Venkataraman, 2008). It is argued here that the were $22 billion, with $11.7 billion of that be- potential connections advertisers can build with ing in entertainment software sales, $8.9 billion consumers makes this new medium a strong force in hardware console sales, over $2 billion in in the digital media world. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
The Real Inventors of Arcade Videogames Copy
1. The “real” Inventors of Arcade Videogames? As more and more of the early history of videogames comes to light, perceptions of who did what and when keep changing. For example: In a recent paper written by Professor Henry Lowood (Curator for History of Science & Technology Collections; Germanic Collections; Film & Media Collections, Stanford University) entitled “Meditations about Pong from different perspectives”, he reminds us of the story of the summer project of a “recently” (1970) graduated SAIL (Stanford University) student, Bill Pitts, and his friend, Hugh Tuck, as follows: “ The Galaxy Game was a coin-operated computer game for the newly released PDP 11/20, DEC's first 16-bit computer. DEC had fit the PDP 11 into a relatively small box and listed it for a mere $20,000, hoping thereby to open "new markets and new applications." Pitts and Tuck formed a company called Computer Recreations, bought the low-end version of the PDP-11 for only $13,000 and converted the PDP-10 version Spacewar! for this machine, including a Hewlett-Packard vector display, wooden cabinet, and other parts, their expenses came to roughly $20,000. In September 1971, they installed it in Stanford’s student union, where a later version that supported up to four monitors (eight players) could be found until 1979. The Galaxy Game was faithful not only to Spacewar!, but also to the player community (university students and computer engineers) and technical configuration (software code, vector displays, timesharing, etc.) that produced it” Is this not still another story describing the invention of the arcade videogame? So who was really “first”...as if it mattered if they did it independently. -
Mohex 2.0: a Pattern-Based MCTS Hex Player
MoHex 2.0: a pattern-based MCTS Hex player Shih-Chieh Huang1,2, Broderick Arneson2, Ryan B. Hayward2, Martin M¨uller2, and Jakub Pawlewicz3 1 DeepMind Technologies 2 Computing Science, University of Alberta 3 Institute of Informatics, University of Warsaw Abstract. In recent years the Monte Carlo tree search revolution has spread from computer Go to many areas, including computer Hex. MCTS Hex players now outperform traditional knowledge-based alpha-beta search players, and the reigning Computer Olympiad Hex gold medallist is the MCTS player MoHex. In this paper we show how to strengthen Mo- Hex, and observe that — as in computer Go — using learned patterns in priors and replacing a hand-crafted simulation policy with a softmax pol- icy that uses learned patterns can significantly increase playing strength. The result is MoHex 2.0, about 250 Elo stronger than MoHex on the 11×11 board, and 300 Elo stronger on 13×13. 1 Introduction In the 1940s Piet Hein [22] and independently John Nash [26–28] invented Hex, the classic two-player alternate-turn connection game. The game is easy to im- plement — in the 1950s Claude Shannon and E.F. Moore built an analogue Hex player based on electrical circuits [29] — but difficult to master, and has often been used as a testbed for artificial intelligence research. Around 2006 Monte Carlo tree search appeared in Go Go [11] and soon spread to other domains. The four newest Olympiad Hex competitors — MoHex from 2008 [4], Yopt from 2009 [3], MIMHex from 2010 [5], Panoramex from 2011 [20] — all use MCTS. -
Rules for the 17Th World Computer-Chess
Rules for the 17 th World Computer-Chess Championship 1 RULES FOR THE 17 th WORLD COMPUTER-CHESS CHAMPIONSHIP Pamplona, Spain May 11-18, 2009 The Board of ICGA The 17 th World Computer-Chess Championship will take place from May 11-18, 2009 in Pamplona, Spain. Here we recall that the Maastricht Triennial Meeting in 2002, i.e., the ICGA meeting, decided that the WCCC should be held annually without distinguishing any type of machines. The observation was clear: all kinds of differences between microcomputers, personal computers, “normal” computers, and supercomputers were in some sense obsolete and the classification thus was considered artificial. So was the division into the classes of single processors and multiprocessors. For 2009 we are introducing a new rule on a somewhat experimental basis. For this year’s WCCC a limit is being placed on the number of cores that a computer system may use for the tournament. The longer-term future of this rule is currently under discussion in various computer chess forums and will be debated by the contestants during this year’s World Championship, which might lead to changes for future years. Another division considered obsolete since 2002 is that between amateur and professional. Is not the real amateur a professional? Or the other way round? For organizational matters we have kept this difference, since for amateurs the cost of travelling and housing is already expensive. Being treated as a professional may be agreeable, but if you have to pay for it then it might be less agreeable. As in previous years we have maintained three groups here, viz. -
Computer Chinese Chess
Computer Chinese Chess Tsan-sheng Hsu [email protected] http://www.iis.sinica.edu.tw/~tshsu 1 Abstract An introduction to research problems and opportunities in Computer Games. • Using Computer Chinese chess (aaaËËË) as examples. • Show how theoretical research can help in solving the problems. Data-intensive computing: tradeoff between computing on the spot and using pre-stored knowledge. Phases of games • Open game ( 開開開@@@): database • Middle game (---@@@): Search • End game (殘殘殘@@@): knowledge Topics: • Introduction • Construction of a huge knowledge base that is consistent • Playing rules for repetition of positions • Construction of huge endgame databases • Benchmark TCG: Computer Chinese Chess, 20141224, Tsan-sheng Hsu c 2 Introduction Why study Computer Games: • Intelligence requires knowledge. • Games hold an inexplicable fascination for many people, and the notion that computers might play games has existed at least as long as computers. • Reasons why games appeared to be a good domain in which to explore machine intelligence. They provide a structured task in which it is very easy to measure success or failure. They did not obviously require large amount of knowledge. A course on teaching computers to play games was introduced at NTU in 2007. TCG: Computer Chinese Chess, 20141224, Tsan-sheng Hsu c 3 Predictions for 2010 { Status My personal opinion about the status of Prediction-2010 [van den Herik 2002] at October, 2010, right after the Computer Olympiad held in Kanazawa, Japan. solved over champion world champion grand master amateur Awari Chess Go (9 ∗ 9) Bridge Go (19 ∗ 19) Othello Draughts (10 ∗ 10) Chinese chess Shogi Checkers (8 ∗ 8) Scrabble Hex Backgammon Amazons Lines of Action . -
Finding Aid to Alexander Smith’S Nutting Associates Collection, 1967-1998
Brian Sutton-Smith Library and Archives of Play Alexander Smith’s Nutting Associates Collection Finding Aid to Alexander Smith’s Nutting Associates Collection, 1967-1998 Summary Information Title: Alexander Smith’s Nutting Associates collection Creator: Nutting Associates (primary); Alexander Smith (secondary) ID: 117.6983 Date: 1967-1998 (inclusive); 1968-1973 (bulk) Extent: 4.3 linear feet Language: The materials in this collection are in English. Abstract: Alexander Smith’s Nutting Associates collection is a compilation of materials originally created by Nutting Associates, including photographs, slides, marketing assets, manuals, news clippings, a scrapbook, and other documentation. The bulk of the collection is dated between 1968 and 1973. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Custodial History: Alexander Smith’s Nutting Associates collection was donated to The Strong in August 2017 as a gift from Alexander Smith. The papers were accessioned by The Strong under Object ID 117.6983 and were received from Smith (a librarian, researcher, and blogger) in one box. Prior to being in Smith’s possession, the materials in this collection were owned by Claire Nutting, widow of William Nutting (the founder of Nutting Associates) and were sent to Smith in 2017. -
Project Report Master in Management
ACTIVISION BLIZZARD – CONSOLIDATION MOVEMENTS IN A MATURING VIDEOGAME INDUSTRY AND VALUE CREATION Rafael Tiago Duarte Martins Project Report Master in Management Guiding: Prof. Pedro Leite Inácio, ISCTE-IUL Business School, Finance Department April 2010 Activision Blizzard – consolidation in the videogame industry Abstract The present thesis was done with the objective to assess if the merger between Activision and Vivendi Games created value to its shareholders and if the share price used in this transaction represented the real value of this operation. This merger occurred in difficult economic times due to the financial crisis of 2007/2008 and in a period of consolidation and maturity in the videogame industry, allied to the rising costs of development and marketing that current videogames are experiencing. The main conclusion was that this merger created value for the shareholders in 2008, mainly due to increased revenues, and is likely to create more value than both companies were initially expecting, according to the present value of the expected cash flows, that were calculated with a 5 year projection for the period 2009-2013. JEL classification: G34 Keywords: Mergers and acquisitions; Consolidation; Videogame industry; Activision Blizzard i Activision Blizzard – consolidation in the videogame industry Resumo A presente tese foi elaborada com o objectivo de analisar a fusão entre a Activision e a Vivendi Games, e verificar se foi criado valor para os seus accionistas durante esta operação, através da análise do preço por acção em que esta transacção foi avaliada. Esta fusão ocorreu num ambiente macroeconómico adverso, relacionado com a crise financeira de 2007/2008 que começou a afectar as economias a uma escala global, bem como num período de consolidação e maturidade que a indústria de videojogos atravessa neste momento, aliado ao aumento considerável de custos de desenvolvimento e marketing que se está a verificar neste sector. -
Computer Olympiad
The 7th Computer Olympiad Mark Winands IKAT, Universiteit Maastricht From July 5 to 11 2002 the Institute for Knowledge and Agent Technology (IKAT) organised the 7th Computer Olympiad at the Universiteit Maastricht (UM). Together with the Olympiad a Computer-Games workshop was organised. This event took place from July 6 to 8. Both events are described in this report. The Computer Olympiad The Computer Olympiad is a multi-games event in which all of the participants are computer programs. The Olympiad is a brainchild of David Levy, who organised this tournament in 1989 (London) for the first time. The next five editions were held in 1990 (London), 1991 (Maastricht), 1992 (London), 2000 (London) and 2001 (Maastricht). This year was the third time that the event was held in Maastricht. IKAT was responsible for the organisation. Similar to last year, Jaap van den Herik was the tournament director. The purpose of the Olympiad is to determine the strongest program for each game. The Olympiad has grown to a social event, as the authors of the programs are not bound to silence during the play as in human tournaments. The event is a reunion where programmers meet, discuss ideas and renew acquaintances. Some teams arrive with the clear goal of winning, some just come to participate, some to test new ideas under tournament conditions. The Olympiad is a truly international event. This year, participants came from all over the world: USA, Canada, Japan, Taiwan, Israel and the European Union. The event was held under the auspices of the ICCA (International Computer Chess Association), which gave it an official status. -
Crazy Stone Wins First UEC Cup 1
Crazy Stone wins First UEC Cup 1 Crazy Stone wins First UEC Cup Remi´ Coulom Universite´ Charles de Gaulle, Lille, France The First UEC Cup took place on December 1–2, 2007, at the University of Electro-Communications, in Tokyo, Japan. It is a new computer-Go tournament, that was set up after the cancellation of the Gifu Challenge. The Gifu Challenge had been a yearly computer-Go tournament in Japan between 2003 and 2006, but was cancelled in 2007 because of lack of support by sponsors. With 27 programs participating, the First UEC Cup was the largest computer-Go tournament in a very long time. According to Nick Wedd’s list at http://www.computer-go.info/events/, it is the third in history, after the 1997 FOST Cup (40), and the 1999 CGF Cup (28). All participants were from Japan, except two invited programs from France, MoGo and Crazy Stone, that played with local operators. The tournament was organized in two phases. On the first day, a 5-round Swiss tournament selected the top 16 programs. On the second day, a 4-round knockout tournament ranked the 16 selected programs. Tables 1 and 2 summarize the results. Games were played with a time control of 40 minutes, sudden death, with Japanese rules and 6.5 points of komi. Game records may be downloaded from http://jsb.cs.uec.ac.jp/˜igo/result.html, and http://jsb.cs.uec.ac.jp/˜igo/result2.html. This first edition of the UEC cup confirmed the strength of Monte-Carlo programs. MoGo and Crazy Stone, who were first and second in the 2007 Computer Olympiad in Amsterdam, took the third and first places.