XCOM: Enemy Unknown Civilization: Beyond Earth
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D3D11 Software Tessellation
D3D11 Software Tessellation John Kloetzli, Jr Graphics Programmer, Firaxis Games About Firaxis ● Founded in 1996 ● Strategy games! ● Sid Meier lead designer ● 20+ shipped games ● Civilization V ● XCOM: Enemy Unknown “Games that stand the test of time” About Me ● I work on the Civilization team ● Graphics programmer ● Over 7 years at Firaxis ● Procedural modeling ● Terrain rendering Civilization V ● Shipped Sept. 2010 ● One of the first DX11 games ● Variable-bitrate GPU texture decompression ● Hardware tessellation ● Two large expansions ● Gods & Kings ● Brave New World OLANO et al. Variable Bit Rate GPU Texture Decompression. In EGSR 2011 Civilization V ● Low-res Heightmap ● 64x64 per hex ● Procedurally generated ● Unique – no repeat ● High-res Materials ● 512x512 per hex ● Artist-created ● Repeats across the world Better Terrain ● Problem: Sharp features ● Low-res heightmap cannot display unique, high-res detail ● Solution: High-res heightmap ● More data (Compression? Streaming?) ● Efficient Tessellation GPU Displacement Tessellation Demo Simple procedural terrain... ● Ridges to test difficult case ● Assume strategy game camera (lots of pan/zoom) ● High res: 256x256 Heightmap per tile ● Large: 128x128 tiles (32,768x32,768 heightmap) ...all done on the GPU ● Heightmap/Normalmap created on demand ● Use texture arrays to implement megatexture ● Tessellation created on demand using GPU CPU GPU Resources Compute Visible Tiles Create Heightmap Height Build New Tiles Create Normalmap Normal Render Visible Cells Tessellation ? Shade Overview -
Freecol Documentation, User Guide for Version V0.11.6
FreeCol Documentation User Guide for Version v0.11.6 The FreeCol Team December 30, 2019 2 Contents 1 Introduction7 1.1 About FreeCol..........................7 1.2 The Original Colonization....................7 1.3 About this manual........................9 1.3.1 Differences between the rule sets.............9 1.4 Liberty and Immigration..................... 11 2 Installation 13 2.1 System Requirements....................... 13 2.1.1 FreeCol on Windows................... 14 2.2 Compiling FreeCol........................ 14 3 Interface 15 3.1 Starting the game......................... 15 3.1.1 Command line options.................. 15 3.1.2 Game setup........................ 19 3.1.3 Map Generator Options................. 21 3.1.4 Game Options....................... 22 3.2 Client Options........................... 25 3.2.1 Display Options...................... 25 3.2.2 Translations........................ 26 3.2.3 Message Options..................... 27 3.2.4 Audio Options...................... 28 3.2.5 Savegame Options.................... 29 3.2.6 Warehouse Options.................... 29 3.2.7 Keyboard Accelerators.................. 29 3.2.8 Other Options....................... 29 3.3 The main screen.......................... 30 3 4 CONTENTS 3.3.1 The Menubar....................... 31 3.3.2 The Info Panel...................... 36 3.3.3 The Minimap....................... 36 3.3.4 The Unit Buttons..................... 36 3.3.5 The Compass Rose.................... 37 3.3.6 The Main Map...................... 37 3.4 The Europe Panel......................... 42 3.5 The Colony panel......................... 43 3.5.1 The Warehouse Dialog.................. 46 3.5.2 The Build Queue Panel.................. 46 3.6 Customization........................... 47 4 The New World 49 4.1 Terrain Types........................... 49 4.2 Goods............................... 50 4.2.1 Trade Routes....................... 52 4.3 Special Resources........................ -
HUBERT, Our Freeciv AI
HUBERT, Our FreeCiv AI Michael Arcidiacono, Joel Joseph Dominic, Richard Akira Heru Friday 7th December, 2018 Abstract FreeCiv is an open-source alternative to Civilization, which is a turn-based strategy game that allows the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. We build an artificial intelligence (AI) nicknamed HUBERT to play this game. We use a modified SARSA algorithm with linear approximation of the Q function. We have also tried training HUBERT using a memetic algorithm. 1 Introduction The Civilization video game series is a collection of turn-based strategy games that allow the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. There are several different ways of winning the game such as through military dominion (i.e. by taking over all the cities of other empires). We use an open-source alternative to Civilization, FreeCiv and focus on getting the highest score for this agent. A screenshot of the game in progress can be seen in Figure1. We model this game as a Markov Decision Process (MDP) with states, actions and re- wards. In our model, the states are quantified as a β vector per city containing the total number of cities, total amount of gold, tax, science, luxury, gold per turn, turn number, the number of technologies, city population, city surplus, city unhappiness level, and city food. At any given turn, the player can choose to build cities, build units, move units, declare war, trade resources, research technology, and engage in many other possible actions. -
Playing a Strategy Game with Knowledge-Based Reinforcement Learning
Noname manuscript No. (will be inserted by the editor) Playing a Strategy Game with Knowledge-Based Reinforcement Learning Viktor Voss · Liudmyla Nechepurenko · Dr. Rudi Schaefer · Steffen Bauer Received: date / Accepted: date Abstract This paper presents Knowledge-Based Reinforcement Learning (KB- RL) as a method that combines a knowledge-based approach and a reinforcement learning (RL) technique into one method for intelligent problem solving. The pro- posed approach focuses on multi-expert knowledge acquisition, with the reinforce- ment learning being applied as a conflict resolution strategy aimed at integrating the knowledge of multiple exerts into one knowledge base. The article describes the KB-RL approach in detail and applies the reported method to one of the most challenging problems of current Artificial Intelligence (AI) research, namely playing a strategy game. The results show that the KB-RL system is able to play and complete the full FreeCiv game, and to win against the computer players in various game settings. Moreover, with more games played, the system improves the gameplay by shortening the number of rounds that it takes to win the game. Overall, the reported experiment supports the idea that, based on human knowledge and empowered by reinforcement learning, the KB-RL system can de- liver a strong solution to the complex, multi-strategic problems, and, mainly, to improve the solution with increased experience. Keywords Knowledge-Based Systems · Reinforcement Learning · Multi-Expert Knowledge Base · Conflict Resolution V. Voss arago GmbH, E-mail: [email protected] L. Nechepurenko arago GmbH, E-mail: [email protected] Dr. R. Schaefer arXiv:1908.05472v1 [cs.AI] 15 Aug 2019 arago GmbH, E-mail: [email protected] S. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
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. -
Non-Linear Monte-Carlo Search in Civilization II S.R.K
Proceedings of the Twenty-Second International Joint Conference on Artificial Intelligence Non-Linear Monte-Carlo Search in Civilization II S.R.K. Branavan David Silver * Regina Barzilay Computer Science and Artificial Intelligence Laboratory * Department of Computer Science Massachusetts Institute of Technology University College London {branavan, regina}@csail.mit.edu [email protected] Abstract This paper presents a new Monte-Carlo search al- gorithm for very large sequential decision-making problems. We apply non-linear regression within ! Monte-Carlo search, online, to estimate a state- action value function from the outcomes of ran- dom roll-outs. This value function generalizes be- tween related states and actions, and can therefore Figure 1: An extract from the game manual of Civilization II. provide more accurate evaluations after fewer roll- outs. A further significant advantage of this ap- A common approach to value generalization is value func- proach is its ability to automatically extract and tion approximation (VFA), in which the values of all states leverage domain knowledge from external sources and actions are approximated using a smaller number of pa- such as game manuals. We apply our algorithm rameters. Monte-Carlo search can use VFA to estimate state to the game of Civilization II, a challenging multi- and action values from the roll-out scores. For instance, lin- agent strategy game with an enormous state space ear Monte-Carlo search [Silver et al., 2008] uses linear VFA: and around 1021 joint actions. We approximate the it approximates the value function by a linear combination of value function by a neural network, augmented by state features and weights. -
Course Name: HIST 4 Title: History of Western Civilization Units
Course Name: HIST 4 Title: History of Western Civilization Units: 3 Course Description: This course is a survey of western civilization from the Renaissance to the present, emphasizing the interplay of social, political, economic, cultural, and intellectual forces in creating and shaping the modern world. The focus is on the process of modernization, stressing the secularization of western society and examining how war and revolution have served to create our world. Course Objectives: Upon completion of this course, the student will be able to: identify and correctly use basic historical terminology distinguish between primary and secondary sources as historical evidence compare and evaluate various interpretations used by historians to explain the development of western civilization since the Renaissance evaluate multiple causes and analyze why a historical event happened identify the major eras and relevant geography of western civilization since the Renaissance evaluate major economic, social, political, and cultural developments in western civilization since the Renaissance evaluate the experiences, conflicts, and connections of diverse groups of people in western civilization since the Renaissance draw historical generalizations about western civilization since the Renaissance based on understanding of the historical evidence describe and evaluate the major movements and historical forces that have contributed to the development of western civilization. Course Content: 4 hours: Introduction to the Study of Western Civilization, Historiography; Age of Transition: The Early Modern Period. 3 hours: The Nature and Structure of Medieval Society; those who work, those who pray, those who fight, the Great Chain of Being, manorialism; Decline of the Medieval Synthesis; The Renaissance and the Question of Modernity: humanism, individualism, secular spirit, Petrarch, Bruni, Pico, Castiglione, Machiavelli, etc., literature, art, and politics. -
The Paradox of Civilization
American Political Science Review (2021) 1–18 doi:10.1017/S000305542100071X © The Author(s), 2021. Published by Cambridge University Press on behalf of the American Political Science Association. This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial- ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is included and the original work is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use. The Paradox of Civilization: Preinstitutional Sources of Security and Prosperity ERNESTO DAL BÓ University of California, Berkeley, United States PABLO HERNÁNDEZ-LAGOS Yeshiva University, United States SEBASTIÁN MAZZUCA Johns Hopkins University, United States https://doi.org/10.1017/S000305542100071X . he production of economic surplus, or “prosperity,” was fundamental to financing the rise of pristine civilizations. Yet, prosperity attracts predation, which discourages the investments required T for civilization. To the extent that the economic footing of civilization creates existential security threats, civilization is paradoxical. We claim that, in addition to surplus production, civilizations require surplus protection, or “security.” Drawing from archaeology and history, we model the trade-offs facing a society on its path to civilization. We emphasize preinstitutional forces, especially the geographical environment, that shape growth and defense capabilities and derive the conditions under which these capabilities help escape the civilizational paradox. We provide qualitative illustration of the model by analyzing the rise of the first two civilizations, Sumer and Egypt. https://www.cambridge.org/core/terms INTRODUCTION where investments in water management could aug- ment crop yields. -
Interstellar Marines Nodvd Di MAXAGENT
Interstellar Marines noDVD di MAXAGENT Informazioni sul gioco Interstellar Marines is an immersive tactical sci-fi First Person Simulator in the making, offering a unique blend of tactical gameplay, dynamic environments and non- scripted AI. Play Singleplayer or Co-op/PvP on servers around the world. Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Saving Private Ryan; and games such as Half-Life, Deus Ex, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion. Interstellar Warfare InitiativeIt is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system. But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a special forces soldier training to join the Interstellar Marines, a > 9 Unique Multiplayer Maps Across 3 Game ModesTake your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc. -
925 År Navn Platform Udvikler Udgiver Har KB Spillet?
Danskudviklede computerspil Denne liste indeholder oplysninger om alle de danskudviklede computerspil, som er kendte af Det Kongelige Bibliotek, samt oplysninger om, hvorvidt materialerne indgår i bibliotekets samlinger. Listen er i det store hele identisk med oversigten DKGames (https://docs.google.com/spreadsheet/ccc?key=0AqarukOuwoNKdEg5U1E0Z3VXb3BlNERHWm5XMWYweEE&authkey=CIWlorkK&hl=da) , der blev startet af Bo Abrahamsen og nu føres videre hos spiludvikling.dk Hvis du kan bidrage, enten med tips om nye spil til listen eller med donationer af spil, som Det Kongelige Bibliotek ikke er i besiddelse af endnu, er du meget velkommen til at henvende dig til Det Kongelige Bibliotek på [email protected] Listen er senest opdateret fredag den 11/4 2014 Vær opmærksom på, at beholdningsoplysningerne ikke er fuldstændig opdaterede for spil, der er under 1 år gamle. Det skyldes bibliotekets periodiske leveringsfrister for hhv. pligtafleverede og nethøstede computerspil. Bemærk også, at det ikke er alle spil, som kan fremsøges i KBs søgesystem REX. Det skyldes bl.a. at nethøstede materialer ikke katalogiseres selvstændigt. Bemærk også, at de fleste af manglerne skyldes tre forhold: Spillet er ældre end 1998 og falder dermed udenfor pligtafleveringsloven eller spillet er udgivet online eller som app på en måde, der umuliggør indsamling via nethøstning eller på anden vis. Antal: 925 år navn platform udvikler udgiver Har KB spillet? 1981 Kaptajn Kaper i Kattegat PC Peter Ole Frederiksen Peter Ole Frederiksen 1 1983 Pacman, 3D ZX Spectrum Freddy Kristiansen Freddy Kristiansen 0 1983 Interpide ZX Spectrum Rolf Østergaard ZX Power 0 1983 Black Jack ZX Spectrum ZX Data 0 1984 Crackers revenge C64 Sodan Flying Crackers 1 1983 Tumler ZX Spectrum Viking Software 0 1984 Kalaha ZX Spectrum ZX Data 0 1984 Osten ZX Spectrum JC Jumbo Data 0 1985 Citadel BBC Micro Superior 0 1984 Zenon c64 Supersoft 0 1985 Black Adder c64 HaMa Software 0 1985 Skabet ZX Spectrum Erik Reiss, Maz H. -
Unity Game Engine
UNITY GAME ENGINE Overview Will Goldstone & Christopher Pope London Unity User Group 15th April 2011 http://unity3d.com What’s all the fuss about? ★ Multi Platform Engine ★ Rapid Learning Curve & Usability ★ Used by everyone from hobbyists to large studios ★ Build Once, Deploy Everywhere ★ Versatile Environment == Wide range of digital content London Unity User Group 15th April 2011 http://unity3d.com Multi-Platform Engine ★ Desktop - PC and Mac ★ Web - All modern browsers via Unity plugin ★ Flash via Molehill... very soon. ★ iOS - iPhone, iPad & iPod Touch ★ Google Android ★ Nintendo Wii ★ Playstation 3 ★ Xbox 360 ★ Xperia Play & Other Devices via Union London Unity User Group 15th April 2011 http://unity3d.com Rapid Learning Curve & Usability ★ Visual Approach to game design ★ Game Object > Component approach ★ Automatic Asset Update Pipeline ★ Immediate JIT based testing ★ One click deployment London Unity User Group 15th April 2011 http://unity3d.com Diverse Userbase ★ Users from 10 to 100 ★ Hobbyists posting to Kongregate & other portals ★ Students learning game dev for a career ★ Mid-level studios making mobile and web content ★ Large studios making triple A titles London Unity User Group 15th April 2011 http://unity3d.com Build Once, Deploy Everywhere. ★ Designed for Scalability ★ Quality Settings to help you profile ★ Simple platform switching ★ Reach more players London Unity User Group 15th April 2011 http://unity3d.com Versatile Environment ★ Console and Desktop Games Interstellar Marines (PC/Mac) Rochard (PS3) Crasher (PC/Mac)