The Real-Time Strategy Game Multi-Objective Build Order Problem

Total Page:16

File Type:pdf, Size:1020Kb

The Real-Time Strategy Game Multi-Objective Build Order Problem Proceedings of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2014) The Real-Time Strategy Game Multi-Objective Build Order Problem Jason Blackford and Gary Lamont Department of Electrical and Computer Engineering, Air Force Institute of Technology Wright-Patterson Air Force Base, Dayton, Ohio, United States of America Abstract next action based on an observed strategy the opponent is executing. Adaptation corresponds to an agent’s planning In this paper we examine the build order problem in mechanism in which an agent adapts its plans in real-time real-time strategy (RTS) games in which the objective to cope with changes in an uncertain environment and op- is to optimize execution of a strategy by scheduling actions with respect to a set of subgoals. We model ponent. These three capabilities enable an AI to learn from the build order problem as a multi-objective problem and reason about its world. Together the competencies and (MOP), and solutions are generated utilizing a multi- capabilities describe an AI framework that enables an agent objective evolutionary algorithm (MOEA). A three di- to manage competing goals in an uncertain and dynamic en- mensional solution space is presented providing a de- vironment. piction of a Pareto front for the build order MOP. Re- To summarize the high level requirements for the devel- sults of the online strategic planning tool are provided which demonstrate that our planner out-performs an opment of an expert RTS agent, we generated the expert expert scripted player. This is demonstrated for an AI RTS agent pyramid in Fig. 1. The foundation of the pyra- agent in the Spring Engine Balanced Annihilation RTS mid is the RTS player competencies that are implemented game. with various AI algorithmic techniques. These techniques can range from complex search algorithms (Sailer, Buro, and Lanctot 2007) to scripted managers that encapsulate each Introduction competency. Above the player competencies are the expert RTS player capabilities. The capabilities rely on the algo- A goal of current real-time strategy (RTS) game AI research rithmic techniques utilized to implement the competencies. is to develop an agent that performs at the level of an expert Collectively the competencies and capabilities enable an AI human player. A multitude of researchers explain that there agent to handle uncertainty and manage competing goals in exist a set of RTS player competencies an expert must mas- an RTS environment. ter (Cunha and Chaimowicz 2010) (Coy and Mateas 2008) (Sailer, Buro, and Lanctot 2007). These competencies in- clude strategy execution, tactical maneuvering of units in battle, resource collection, production of units, buildings and upgrades, and scouting enemy positions. Each of these are intertwined with one another in that they introduce compet- ing goals and resource allocation needs. The competencies may be divided into several managers including: strategy, resource collection, production, tactics, and finally a reconnaissance manager. Each of these man- agers possess their own goals that compete for resources and execution. These managers can be integrated into a frame- work that enables these managers to interoperate as a func- tioning RTS game AI. One specific framework is known as a multi-scale agent (Weber et al. 2010). We adopt this ap- proach for our investigation. In addition to the RTS player competencies, Weber (We- ber 2012) presents three capabilities unique to expert players in RTS games: estimation, adaptation, and anticipation. Es- timation and anticipation relate to predicting an opponents Figure 1: The expert RTS agent pyramid organizes from the Copyright c 2014, Association for the Advancement of Artificial bottom up what is necessary for constructing a multi-scale Intelligence (www.aaai.org). All rights reserved. agent capable of playing an RTS game at an expert level. 105 The research problem we address in this paper is on op- based upon the three objective functions of the build or- timizing the performance of the strategic decision-making der MOP. To generate build orders, an MOEA framework process or build orders of an RTS agent. This investigation in conjunction with the RTS strategic decision simulator is includes the development and analysis of an RTS agent that utilized to score a population of randomly generated build optimizes strategy execution in order to perform at an expert order plans. To enhance the discovery of near-optimal so- human level (Blackford 2014)1; therefore, we make the as- lutions, expert solutions are injected into the population of sumption that the build orders generated by an expert player the MOEA framework utilizing CBR (Blackford 2014). This are near-optimal. The objective of our planning tool is to results in an RTS strategic planning capability that is online produce build orders that are as good as or better than expert and provides an agent with near-optimal build orders. The build orders or near-optimal. Our approach is real-time and capabilities of the strategic planner are demonstrated in the is comparably as fast as the approach presented by Churchill Spring game engine with the Balanced Annihilation RTS and Buro in (Churchill and Buro 2012) whose depth-first game. Results for the ability of our model to approximate search (DFS) technique utilizes around five seconds of plan- Starcraft build orders are presented in (Blackford 2014), but ning time to produce build orders in Starcraft. the focus of this paper is the RTS Spring Engine 2 Balanced Annihilation (BA) game. Background Build Order as Producer/Consumer Problem Players of an RTS game attempt to advance the skills and technology of their cities and armies in order to over power In formulating the mathematical model to approximate the their opponent. This technology advancement is defined in build order problem, a goal programming approach was the technology tree of an RTS game. A technology tree is adopted (Coello Coello, Lamont, and Veldhuizen 2007). a large directed decision tree that determines the execution Goal programming is defining objective functions that min- of a player’s selected strategy. It establishes an ordering of imize a distance to a goal. Distance is defined loosely as any actions a player must take in order to build and advance their quantitative metric that can be utilized to measure equiva- army. This leads to the concept of build orders. lence of a feasible solution from a multi-objective problem A build order is an ordered sequence of actions a player population to a target goal. takes to execute their chosen strategy. Strategy execution is a The conjecture that the BOO problem is a planning and planning problem requiring two components: first, determin- scheduling problem with producer/consumer constraints is ing a good goal-ordering to ensure expert level execution of first addressed in (Wei and Sun 2009). The scheduling prob- a strategy with respect to resource allocations and time to ex- lem consists of two parts: Scheduling highly cumulative ecute the strategy; and second, issuing and executing actions activities and scheduling highly disjunctive activities. Both in a build order to ensure expert or near-optimal player per- pieces are required to minimize the makespan for executing formance measured in resource allocations and time to reach and completing actions to reach a desired goal state from an a goal. With respect to providing an AI agent with the ability initial state. Cumulative actions are actions that can be exe- to rationalize across this planning problem, the first compo- cuted or issued concurrently (overlap) on the same resource. nent involving goal-ordering can be determined by deriving This applies to actions requiring volumetric resources. Dis- a goal-ordering from the replays of an expert RTS player junctive scheduling consists of pairs of actions that cannot (Weber and Mateas 2009) (Ontanon et al. 2007) and then be executed concurrently on the same resource. This applies provide this to the agent via case-based reasoning (CBR). to actions requiring unary resources. It is possible for actions Resolving the second component is known in the RTS re- to require both unary and volumetric resources; however, in search community as the build order optimization (Churchill the RTS domain an action most likely requires one unary and Buro 2011) problem and is the focus of this investiga- resource and no more than two volumetric resources. For tion. example, in the popular Age of Empires (AOE) games a sol- dier requires a barracks (unary) and food or wood and gold Build Order Methodology (volumetric resources). This investigation frames the RTS strategic decision-making Cumulative Scheduling process as a build order optimization problem. The build or- der problem is modeled as a multi-objective problem (MOP) In cumulative scheduling, actions or activities are con- (Coello Coello, Lamont, and Veldhuizen 2007) with three strained by volumetric resources. The constraint is the cu- objective functions and three constraints. The mathematical mulative producer/consumer constraint (Wei and Sun 2009). model of the strategic decision-making process is then in- The cumulative constraint requires that the sum of the tegrated into an RTS game simulator capable of executing amounts of consumable resources required by a set of ac- strategic decisions common to generic RTS games including tions scheduled at a time t does not exceed the amount of the Starcraft: Broodwars and Balanced Annihilation. The simu- resource available at time t. For example, if it costs 100 food lator is written in C++ and utilizes seven XML schema files and 15 gold to produce a foot solider in an RTS game, and it to define any RTS game to be simulated (Blackford 2014). costs 200 food and 100 gold to research advanced armor for As build orders are passed into the simulator, it scores them the foot soldier, then to execute these actions concurrently 1https://code.google.com/p/online-planning-rts-agents/ 2https://www.springrts.com/ 106 requires a total of 300 food and 115 gold at the time of re- Exist Constraint questing execution of these activities.
Recommended publications
  • Tribes: a New Turn-Based Strategy Game for AI Research
    Tribes: A New Turn-Based Strategy Game for AI Research Diego Perez-Liebana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina School of Electronic Engineering and Computer Science Queen Mary University of London, UK Abstract two main methods that provide the functionality required by SFP (next - to advance the game state, and copy - to This paper introduces Tribes, a new turn-based strategy game clone it) can be computationally expensive in execution time framework. Tribes is a multi-player, multi-agent, stochastic and partially observable game that involves strategic and tac- and memory. That is one of the reasons why the more com- tical combat decisions. A good playing strategy requires the plex environments (e.g Starcraft II (Blizzard Entertainment management of a technology tree, build orders and economy. 2010)) do not provide a FM API for AI agents. The framework provides a Forward Model, which can be There has been some previous work on frameworks used by Statistical Forward Planning methods. This paper de- that incorporate FM access for SFP in strategy games. scribes the framework and the opportunities for Game AI re- Some of these benchmarks are concerned with the manage- search it brings. We further provide an analysis on the action space of this game, as well as benchmarking a series of agents ment of multiple units, such as HeroAIcademy (Justesen, (rule based, one step look-ahead, Monte Carlo, Monte Carlo Mahlmann, and Togelius 2016) and Bot Bowl (Justesen et Tree Search, and Rolling Horizon Evolution) to study their al. 2019). Santiago Ontan˜on’s´ µRTS (Ontan˜on´ et al.
    [Show full text]
  • Special Tactics: a Bayesian Approach to Tactical Decision-Making Gabriel Synnaeve, Pierre Bessière
    Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve, Pierre Bessière To cite this version: Gabriel Synnaeve, Pierre Bessière. Special Tactics: a Bayesian Approach to Tactical Decision-making. Proceedings of the IEEE Conference on Computational Intelligence and Games, Sep 2012, Granada, Spain. pp.978-1-4673-1194-6/12/ 409-416. hal-00752841 HAL Id: hal-00752841 https://hal.archives-ouvertes.fr/hal-00752841 Submitted on 16 Nov 2012 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve ([email protected]) and Pierre Bessiere` ([email protected]) Abstract—We describe a generative Bayesian model of tactical intention Strategy (tech tree, 3 min time to switch behaviors attacks in strategy games, which can be used both to predict army composition) attacks and to take tactical decisions. This model is designed to partial easily integrate and merge information from other (probabilistic) information estimations and heuristics. In particular, it handles uncertainty Tactics (army 30 sec in enemy units’ positions as well as their probable tech tree. We positions) claim that learning, being it supervised or through reinforcement, more adapts to skewed data sources.
    [Show full text]
  • Identifying Players and Predicting Actions from RTS Game Replays
    Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time.
    [Show full text]
  • REPRESENTING UNCERTAINTY in RTS GAMES M.Sc. PROJECT REPORT
    REPRESENTING UNCERTAINTY IN RTS GAMES Björn Jónsson Master of Science Software Engineering January 2012 School of Computer Science Reykjavík University M.Sc. PROJECT REPORT Representing Uncertainty in RTS Games by Björn Jónsson Project report submitted to the School of Computer Science at Reykjavík University in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering January 2012 Project Report Committee: Dr. Yngvi Björnsson, Supervisor Accociate Professor, Reykjavík University, Iceland Dr. Hannes Högni Vilhjálmsson Accociate Professor, Reykjavík University, Iceland Dr. Jón Guðnason Assistant Professor, Reykjavík University, Iceland Copyright Björn Jónsson January 2012 Representing Uncertainty in RTS Games Björn Jónsson January 2012 Abstract Real-time strategy (RTS) games are partially observable environments, re- quiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what units the opponent has created. This information gradually improves, in part by exploring, as the game progresses. To compensate for this uncer- tainty, human players use their experience and domain knowledge to estimate the combination of units that opponents control, and make decisions based on these estimates. For RTS game AI to mimic this behavior of human players, a suitable knowledge representation is required. The order in which units can be created in RTS games is conditioned by a game specific technology tree where units represented by parent nodes in the tree need to be created before units represented by child nodes can be created. We propose the use of a Bayesian Network (BN) to represent the beliefs that RTS game AI players have about the expansion of the technology tree of their opponents.
    [Show full text]
  • Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
    Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev.
    [Show full text]
  • Downloaded From
    This is the author’s version of a work that was submitted/accepted for pub- lication in the following source: Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta,& Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strat- egy games. In Proceedings of the 8th Australasian Conference on Inter- active Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand. This file was downloaded from: http://eprints.qut.edu.au/58220/ c Copyright 2012 ACM Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for compo- nents of this work owned by others than ACM must be honored. Abstract- ing with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/2336727.2336728 GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia [email protected] [email protected] [email protected] Anne Ozdowska Queensland University of Technology Brisbane, Australia [email protected] ABSTRACT Pervasive GameFlow [14], EGameFlow [10], RTS-GameFlow The GameFlow model strives to be a general model of player [8], as well as a number of others.
    [Show full text]
  • A Guide to Designing Skill Trees
    A Guide to Designing Skill Trees Santeri Orava BACHELOR’S THESIS August 2019 Business Information Systems Game Development TIIVISTELMÄ Tampereen ammattikorkeakoulu Tietojenkäsittely Pelituotanto ORAVA, SANTERI Opas kykypuiden suunnitteluun Opinnäytetyö 33 sivua Elokuu 2019 Opinnäytetyössä luotiin pelikehittäjille tiivis opas kykypuiden suunnittelua varten sekä autettiin heitä päättämään, hyötyisikö heidän pelinsä kykypuiden lisäämisestä. Opinnäytetyössä tutkittiin kykypuiden historiaa, aina niiden esiasteista moderneihin kykypuihin saakka. Lisäksi analysoitiin sekä yksittäisten pelien kykypuita että kykypuita yleisesti. Tutkimusmenetelmänä käytettiin kvalitatiivista tutkimusta ja työssä hyödynnettiin pääasiallisesti toissijaista tutkimustietoa. Tietoja kerättiin kirjoista, verkkoartikkeleista ja pelien keskustelupalstoilta sekä arvosteluista. Tärkein tulos oli kykypuiden neljän suurimman vahvuuden löytäminen. Näistä vahvuuksista tuli perusta lähes koko työn teorialle. Kykypuiden analysointi tarjosi mielenkiintoisia oivalluksia sekä niiden toiminnasta että heikkouksista. Työssä onnistuttiin myös erittelemään kykypuiden eri osasia ja selvittämään miten kukin osa vaikuttaa kykypuiden toimintaan. Työ sisältää muutamia yksinkertaisia, mutta tärkeitä neuvoja, joiden avulla keskinkertaisen kykypuun voi muuttaa erinomaiseksi. Näin ollen opinnäytetyö auttanee pelikehittäjiä sekä kykypuiden suunnittelussa että niiden tarkoituksen ymmärtämisessä. Avainsanat: pelisuunnittelu, kykypuut ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied
    [Show full text]
  • D E N N I S K . C H
    DENNIS K. CHAN The Story The First Thermonuclear War was not kind to the Earth. Over the last two centuries, civil unrest and climate change continued to ravage every region of the globe. Crop yields were plunging, resources were depleting, and poverty and crime were rampant. Humanity was facing extinction. The solution seemed clear: abandon Earth and find a new home among the stars. Faced with the prospect of annihilation, the remaining factions on Earth came together. On New Year’s Eve 2240, the Treaty of Scientific Exchange was signed at the old site of the Lincoln Memorial in Washington, D.C. The world’s resources were poured into spacefaring research, and all discoveries were shared on a globally distributed network. For the first time in history, humanity acted as one. In only six short years, the first hyper-spacecraft was built by the engineers of the Nishida-Østergaard Corporation under the leadership of Dr. Edmund Saito, and the technology was shared with the rest of the world. Humanity had finally entered the Spacefaring Era. Soon after this keystone discovery, other factions also researched primitive terraforming techniques, radiation-resistant crops, asteroid mining, and other key components for human survival outside the solar system. Countless exoplanet expeditions were initiated every month. Now that a solution has been found, ambition for power and control stirred in each faction once again... The Goal of the Game Beyond the Sun is a space civilization game where players collectively decide the technological progress of humankind at the dawn of the Spacefaring Era, while competing against each other to be the leading faction in economic development, science, and galactic influence.
    [Show full text]
  • Tstarbots: Defeating the Cheating Level Builtin AI in Starcraft II in the Full Game
    TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game Peng Suna,∗, Xinghai Suna,∗, Lei Hana,∗, Jiechao Xionga,∗, Qing Wanga, Bo Lia, Yang Zhenga, Ji Liua,b, Yongsheng Liua, Han Liua,c, Tong Zhanga aTencent AI Lab, China bUniversity of Rochester, USA cNorthwestern University, USA Abstract Starcraft II (SC2) is widely considered as the most challenging Real Time Strategy (RTS) game. The underlying challenges include a large observation space, a huge (continuous and infinite) action space, partial observations, simultaneous move for all players, and long horizon delayed rewards for local decisions. To push the frontier of AI research, Deepmind and Blizzard jointly developed the StarCraft II Learning Environment (SC2LE) as a testbench of complex decision making systems. SC2LE provides a few mini games such as MoveToBeacon, CollectMineralShards, and DefeatRoaches, where some AI agents have achieved the performance level of human professional players. However, for full games, the current AI agents are still far from achieving human professional level performance. To bridge this gap, we present two full game AI agents in this paper — the AI agent TStarBot1 is based on deep reinforcement learning over a flat action structure, and the AI agent TStarBot2 is based on hard-coded rules over a hierarchical action structure. Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting 1.
    [Show full text]
  • Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool
    Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool Introduction Videogames might be thought to be too recent, and to concerned with entertainment, to reveal appropriately historicised attitudes to technology. However, as this essay will demonstrate, there is value in considering how one type of game, the “4X strategy” game, encodes particular assumptions about technology and its development. Although closely affiliated to the “God game” (a videogame in which the player is given absolute, and often supernatural power over a civilization or tribe’s development), “4X strategy” games are defined by the phrase “EXplore, EXpand, EXploit and EXterminate”. That is, such games encourage players to “explore” the in-game environment, “expand” their civilizations, “exploit” the resources of their civilization’s territory, and “exterminate” rival civilizations. Whilst this phrasing is loaded, it provides a sense of the kind of activities within the game, although it does not foreground the importance of technological research. Using the Civilization series of videogames (six games and various “expansions” over the period 1991- 2016) as an exemplar, this article asserts that “technology trees”, as the underpinning structural element of such many 4X strategy games, reveal not only a specific cultural attitude to technology, but also towards the history of technology. Whilst this essay will describe and examine “technology trees” later, it is important to realise at the outset that these
    [Show full text]
  • Technology Trees and Tools: Constructing Development Graphs for Digital Games
    Tampereen teknillinen yliopisto. Julkaisu 1349 Tampere University of Technology. Publication 1349 Teemu J. Heinimäki Technology Trees and Tools: Constructing Development Graphs for Digital Games Thesis for the degree of Doctor of Science in Technology to be presented with due permission for public examination and criticism in Tietotalo Building, Auditorium TB224, at Tampere University of Technology, on the 27th of November 2015, at 12 noon. Tampereen teknillinen yliopisto – Tampere University of Technology Tampere 2015 ISBN 978-952-15-3633-5 (printed) ISBN 978-952-15-3647-2 (PDF) ISSN 1459-2045 Abstract In the recent years, digital games have solidified their role as important parts of life for a considerable portion of the population. Game development has become an extremely important industrial branch with a great deal of com- petition between developers and publishers. There is only a limited amount of resources to put in the development of a game, but the modern customers expect high quality. Taking these constraints into account, this dissertation focuses on devel- oping implementations of a structure that is used widely in different games: technology trees (TTs). This term covers here also so-called skill trees, talent trees, perk trees, and other such structures used to limit and guide in-game development and define development possibilities. The aim is to propose methods and usage of tools helping to achieve high TT quality, simultane- ously facilitating the actual development process and reducing human work- load. The main contributions of this dissertation consist of ideas, models, meth- ods, and software tool prototypes constructed during the research work. The significance of the thesis is amplified by the fact that there are only very few previous academic studies focusing on TTs.
    [Show full text]
  • Insight Vision 2003
    1 HARNESSING THE POWER OF GAMES IN EDUCATION Kurt Squire and Henry Jenkins The video game industry has been a major influence on students’ lives in recent years. Now researchers consider how games might be used in pursuit of engaging, effective learning experiences. Kurt Squire and Henry Jenkins describe five detailed scenarios designed to illustrate the pedagogical potential of computer and video games. In the Leadership section, Borjana Mikic, Kara Callahan, and Domenico Grasso discuss two initiatives under way in the Picker Engineering Program at Smith College. These projects focus on the design of games and toys to enhance science and engineering education for K-16 students. | 2003 | VOL. 3 | VISION 5 | 2003 | VOL. 3 | VISION 6 1 VISION HARNESSING THE POWER OF GAMES IN EDUCATION Kurt Squire and Henry Jenkins Card’s Prophesy: Imagining the Future in Ender’s Game n Orson Scott Card’s 1985 science fiction novel Ender’s Game, the Earth is facing I 1 a life-and-death battle with invading aliens. The best and brightest young minds are gathered together and trained through a curriculum that consists almost entirely of games—both electronic and physical. Teachers play almost no overt role in the process, shaping the children’s development primarily through the recruitment of players, the design of game rules, and the construction of contested spaces. Games become the central focus of the students’ lives: they play games in classes, in their off-hours, even as part of their private contemplation. Much of the learning occurs through participation in gaming communities, as the most gifted players pass along what they have learned to the other players.
    [Show full text]