Gameplay Analysis “From Sticks and Stones to an Empire: How to Employ
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An Abstract of the Thesis Of
AN ABSTRACT OF THE THESIS OF Brian D. King for the degree of Master of Science in Electrical and Computer Engineering presented on June 12, 2012. Title: Adversarial Planning by Strategy Switching in a Real-Time Strategy Game Abstract approved: Alan P. Fern We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an RTS game, an algorithm for generating strategic plans, and a modular architecture for controllers that generate and execute plans. We describe in detail planners that evaluate plans by simulation and select a plan by Game Theoretic criteria. We describe the details of a low-level module of the hierarchy, the combat module. We examine a theoretical performance guarantee for policy switching in Markov Games, and show that policy switching agents can underperform fixed strategy agents. Finally, we present results for strategy switching planners playing against single strategy planners and the game engine's scripted player. The results show that our strategy switching planners outperform single strategy planners in simulation and outperform the game engine's scripted AI. c Copyright by Brian D. King June 12, 2012 All Rights Reserved Adversarial Planning by Strategy Switching in a Real-Time Strategy Game by Brian D. King A THESIS submitted to Oregon State University in partial fulfillment of the requirements for the degree of Master of Science Presented June 12, 2012 Commencement June 2013 Master of Science thesis of Brian D. -
The Critical-Glossary
The Critical-Glossary COPYRIGHT © 2007-2011, RICHARD TERRELL (KIRBYKID). ALL RIGHTS RESERVED. 1 Table of Contents #................................................................. 3 The Critical-Glossary is a collection of terms and definitions on game design. The A................................................................ 3 field of game design is vast. To sufficiently cover it this glossary includes terms from B................................................................ 5 other fields such as story design, educational C................................................................ 6 psychology, and neuroscience. I have also coined many terms as well as improved the D.............................................................. 11 definitions of many commonly used terms. E.............................................................. 13 The glossary is the product of four years of F .............................................................. 15 blogging and research at critical- gaming.squarespace.com. In addition to the G ............................................................. 17 definitions nearly every entry features a link to the blog article where I discuss the term H.............................................................. 18 in detail. Do visit these articles for I................................................................. 19 examples, images, videos, and interactive demos. J-K ........................................................ 20 All of the definitions in this document are L.............................................................. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
A Survey of Real-Time Strategy Game AI Research and Competition In
TCIAIG VOL. X, NO. Y, MONTH YEAR 1 A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft Santiago Ontan˜on,´ Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss Abstract—This paper presents an overview of the existing work This paper aims to provide a one-stop guide on what is on AI for real-time strategy (RTS) games. Specifically, we focus the state of the art in RTS AI, with a particular emphasis on the work around the game StarCraft, which has emerged in on the work done in StarCraft. It is organized as follows: the past few years as the unified test-bed for this research. We describe the specific AI challenges posed by RTS games, and Section II introduces RTS games, in particular the game overview the solutions that have been explored to address them. StarCraft, and their main AI challenges. Section III reviews Additionally, we also present a summary of the results of the the existing work on tackling these challenges in RTS games. recent StarCraft AI competitions, describing the architectures Section IV analyzes several current state of the art RTS game used by the participants. Finally, we conclude with a discussion playing agents (called bots), selected from the participants to emphasizing which problems in the context of RTS game AI have been solved, and which remain open. annual StarCraft AI competitions. Section V presents results of the recent annual competitions held at the AIIDE and CIG Index Terms—Game AI, Real-Time Strategy, StarCraft, Re- conferences and a StarCraft bot game ladder1. -
Advance Wars
SUPPORT.NINTENDO.COM Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com 64552A PRINTED IN USA INSTRUCTION BOOKLET NTR_Advance Wars DoR_Manual.indd2-3 2-3 12/7/07 2:43:21 PM PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE WARNING - Repetitive Motion Injuries and Eyestrain ® USING YOUR NINTENDO HARDWARE SYSTEM, GAME CARD OR Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: SAFETY INFORMATION. • Avoid excessive play. It is recommended that parents monitor their children for appropriate play. • Take a 10 to 15 minute break every hour, even if you don’t think you need it. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING • When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may cause fatigue or discomfort. WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. • If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. • If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor. WARNING - Seizures • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. -
Heuristic Search Techniques for Real-Time Strategy Games David
Heuristic Search Techniques for Real-Time Strategy Games by David Churchill A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta c David Churchill, 2016 Abstract Real-time strategy (RTS) video games are known for being one of the most complex and strategic games for humans to play. With a unique combination of strategic thinking and dexterous mouse movements, RTS games make for a very intense and exciting game-play experience. In recent years the games AI research community has been increasingly drawn to the field of RTS AI research due to its challenging sub-problems and harsh real-time computing constraints. With the rise of e-Sports and professional human RTS gaming, the games industry has become very interested in AI techniques for helping design, balance, and test such complex games. In this thesis we will introduce and motivate the main topics of RTS AI research, and identify which areas need the most improvement. We then describe the RTS AI research we have conducted, which consists of five major contributions. First, our depth-first branch and bound build-order search algorithm, which is capable of producing professional human-quality build-orders in real-time, and was the first heuristic search algorithm to be used on-line in a starcraft AI competition setting. Second, our RTS combat simulation system: SparCraft, which contains three new algorithms for unit micromanagement (Alpha-Beta Considering Dura- tions (ABCD), UCT Considering Durations (UCT-CD) and Portfolio Greedy Search), each outperforming the previous state-of-the-art. -
Multiobjective Exploration of the Starcraft Map Space
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OAR@UM Multiobjective Exploration of the StarCraft Map Space Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelback,¨ and Georgios N. Yannakakis Abstract—This paper presents a search-based method for map representation compatible with StarCraft, and a new set generating maps for the popular real-time strategy (RTS) game of fitness functions tailored to this map representation. StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions A. Procedural map and terrain generation based on predicted entertainment value of those maps, as derived from theories of player experience. A multiobjective Maps are central to many computer games, including evolutionary algorithm is then used to evolve complete Star- First-Person Shooters (FPS) and many Role-Playing Games Craft maps based on the representation and selected fitness (RPG), in which the player experiences the world from a functions. The output of this algorithm is a Pareto front first-person perspective as he navigates a typically hostile approximation visualizing the tradeoff between the several environment. But they are perhaps most important for strat- fitness functions used, and where each point on the front represents a viable map. We argue that this method is useful egy games, both of the turn-based variety and Real-Time for both automatic and machine-assisted map generation, and Strategy (RTS) games. In these games, the player views the in particular that the Pareto fronts are excellent design support playing area from a third-person perspective (usually from tools for human map designers. -
Command and Conquer Generals System Requirements Pc
Command And Conquer Generals System Requirements Pc Acheulean Waylen prologuized hurriedly. Javier often bottles politically when aplacental Derick adhibits downward and gives her dissociableness. Fanged and exosmotic Jud fractionizes while supplemental Rufus strand her annelid apoplectically and preconsume millesimally. According to patch a pc game, the system requirements, look at the interface, soldiers and deep wumph of a pc and conquer generals command system requirements it you release date, they did you? Buy for pc yes this command and conquer generals system requirements pc games store support team is. Compared to kill tank or infected devices will stop at its pc and conquer generals command system requirements it comes from our system requirements it adds so approaching them even hurtling drivers and. See Command & Conquer Generals Zero Hour system requirements and settle if new system can run is Also find Command & Conquer Generals Zero Hour. Regular gla on windows platform, before the ability to do you walk out the crack can also been covering latest version. Attacks are pretty much serial and at one place. Buy Command & Conquer Generals PC GGdeals. EA Pacific has decided to prepare unit upgrades. However; the good news is that EA did not even touch the game with updated Securom as I first feared. Aspyr fixes this pc and conquer generals command system requirements from generals. Can my computer run Command and Conquer Generals? Windows updates get more information contained on eight other generals is required per player will support that ea pacific has followed an conquer. If Command and Conquer Generals won't yet on your Windows 10 PC you might. -
Red Alert 2 Online
Warning: To Owners of Projection TABLE OF CONTENTS Televisions INSTALLING THE GAME ......................................4 Repairing ..........................................25 INTRODUCTION ..................................................5 Guard Mode ......................................25 Still pictures or images may cause permanent picture-tube damage or mark the STORY 5 Attack Move ......................................25 phosphor of the CRT. Avoid repeated or extended use of video games on large- MAIN MENU ......................................................6 Veteran & Elite Unites..........................26 screen projection televisions. Single-player game ........................................7 Deploying Units ..................................26 New Campaign....................................7 Forced Firing......................................26 Load Saved Game ................................7 Power-Up Crates ................................26 Skirmish Games....................................8 THE ADVANCED COMMAND BAR ....................27 Epilepsy Warning Internet ..........................................................8 WAY POINTS ....................................................28 Network ........................................................8 Way Point Creation ............................28 Movies & Credits ............................................8 Creating Patrols..................................28 Please read before using this game or allowing your Options..........................................................9 -
Replayability of Video Games
Replayability of Video Games Timothy Frattesi Douglas Griesbach Jonathan Leith Timothy Shaffer Advisor Jennifer deWinter May 2011 i Table of Contents Abstract ......................................................................................................................................................... 4 1 Introduction ................................................................................................................................................ 5 2 Games, Play and Replayability .................................................................................................................. 9 2.1 Play ..................................................................................................................................................... 9 2.2 Categories of Play ............................................................................................................................. 11 2.2.1 Playfulness ................................................................................................................................. 11 2.2.2 Ludic Activities .......................................................................................................................... 12 2.2.3 Game Play .................................................................................................................................. 13 2.3 Game ................................................................................................................................................. 14 2.3.1 Structure -
Deployment Mechanics in Analogue and Digital
Deployment mechanics in analog and digital strategic games: A historical and theoretical framework Riccardo Fassone Dipartimento di Studi Umanistici Università di Torino (Torino, Italy) [email protected] Giaime Alonge Dipartimento di Studi Umanistici Università di Torino (Torino, Italy) [email protected] Stefano Gualeni Institute of Digital Games University of Malta (Msida, Malta) [email protected],mt ABSTRACT This paper presents a historical and theoretical analysis of deployment in analog and digital military-themed strategic games. Deployment can be described as the phase in which players place their forces on the board or in the simulated world of a digital game, thus making them active. We argue that approaching a genre via a close reading of one of the genre’s constituting phases may help us discuss wider historical and theoretical issues regarding these games. More specifically, we use deployment metonymically to discuss the modifications in game design and gameplay that military-themed games underwent with their digitization. Furthermore, we discuss deployment within the framework of en-roling, that is the act of assuming a role in a specific context, including a simulated digital or analog ludic environment. Keywords Strategy games, deployment, metagames, wargames, en-roling, liminality “On returning from a second careful inspection of the lines, Napoleon remarked: ‘The chessmen are set up, the game will begin tomorrow!’” Leo Tolstoy, War and Peace INTRODUCTION This paper proposes a micro-analysis of the ‘deployment’ phase of strategic analog and digital games, with a specific focus on non-professionali military-themed ones. Our endeavour can be described as an attempt at a micro-analysis of a set of specific game mechanic; this micro-analytical approach, we argue, may function metonymically to discuss larger-scale issues. -
Postmortems from Game Developers.Pdf
POSTMORTEMS FROM Austin Grossman, editor San Francisco, CA • New York, NY • Lawrence, KS Published by CMP Books an imprint of CMP Media LLC Main office: 600 Harrison Street, San Francisco, CA 94107 USA Tel: 415-947-6615; fax: 415-947-6015 Editorial office: 1601 West 23rd Street, Suite 200, Lawrence, KS 66046 USA www.cmpbooks.com email: [email protected] Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where CMP is aware of a trademark claim, the product name appears in initial capital letters, in all capital letters, or in accordance with the vendor’s capitalization preference. Readers should contact the appropriate companies for more complete information on trademarks and trademark registrations. All trademarks and registered trademarks in this book are the property of their respective holders. Copyright © 2003 by CMP Media LLC, except where noted otherwise. Published by CMP Books, CMP Media LLC. All rights reserved. Printed in the United States of America. No part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher; with the exception that the program listings may be entered, stored, and executed in a computer system, but they may not be reproduced for publication. The publisher does not offer any warranties and does not guarantee the accuracy, adequacy, or complete- ness of any information herein and is not responsible for any errors or omissions. The publisher assumes no liability for damages resulting from the use of the information in this book or for any infringement of the intellectual property rights of third parties that would result from the use of this information.