Masked Forces Hacked All Weapons Unlocked
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What's an Agent, Anyway? a Sociological Case Study Leonard N
What's An Agent, Anyway? A Sociological Case Study Leonard N. Foner Abstract. The term "agent" has been picked up, widely appropriated, and in many cases misappropriated, by technical publications, lay publi- cations, and many researchers in computer science. I examine some of the appropriations and misappropriations, talk about their reasons and implications, and delve into a case study of an agent that is used to il- lustratively define what I consider an agent to be, and why many of the current uses of the term are misleading. The agent I consider is Julia, a TinyMUD robot of the Maas-Neotek family, all of whom have been in almost constant use at several sites on the Internet for the last two or three years. I also speak at length about the sociology of such agents, what we might expect to find in the future, and why sociology is such an important aspect to consider when investigating agent-oriented pro- 1 gramming. Agents and appropriation There has been a flurry of references to "agents" in both the lay and technical press in recent months. While the idea of computational agents that do one’s bid- 2 ding goes back decades, the explosion of recent press has been astonishing. Pattie 3 Maes and her group’s work on learning interface agents has been cited in at least two dozen publications in the last year or so, many of them lay press (e.g., The Los Angeles Times, Mass High Tech or semi-technical press (e.g., MacWeek, Mac- World, etc). A symposium at MIT on agents and their programming, held in Octo- ber of 1992, drew at least a thousand participants. -
Comparative Study of Anti-Cheat Methods in Video Games
Comparative Study of Anti-cheat Methods in Video Games Samuli Lehtonen Master’s thesis UNIVERSITY OF HELSINKI Department of Computer Science Helsinki, March 7, 2020 HELSINGIN YLIOPISTO — HELSINGFORS UNIVERSITET — UNIVERSITY OF HELSINKI Tiedekunta — Fakultet — Faculty Laitos — Institution — Department Faculty of Science Department of Computer Science Tekijä — Författare — Author Samuli Lehtonen Työn nimi — Arbetets titel — Title Comparative Study of Anti-cheat Methods in Video Games Oppiaine — Läroämne — Subject Computer Science Työn laji — Arbetets art — Level Aika — Datum — Month and year Sivumäärä — Sidoantal — Number of pages Master’s thesis March 7, 2020 71 + 48 as appendices Tiivistelmä — Referat — Abstract Online gaming is more popular than ever and many video game companies are reliant on the cash flow generated by online games. If a video game company wants its game to be successful, the game has to be resilient against cheating, the presence of which can ruin an otherwise successful game. Cheating in a video game can bankrupt an entire company as the non-cheating players leave the game because of unscrupulous individuals using cheats to gain an unfair advantage. Cheating can also involve criminal activity where maliciously acquired in-game items are traded against real money online. Commercial cheat programs are sold on online black markets and are available even to players who have no deep technical knowledge. The widespread availability and easy accessibility of cheats compounds the issue. This thesis will categorize different anti-cheat techniques and give a brief history of anti-cheat starting from the early 1980s. The history section describes how the fight against online cheating began and how it has evolved over the years. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends. -
Tesi G. De Maio.Pdf
UNIVERSITA` DEGLI STUDI DI SALERNO DIPARTIMENTO DI INFORMATICA \RENATO M. CAPOCELLI" CORSO DI DOTTORATO IN INFORMATICA XII CICLO { NUOVA SERIE anno accademico 2012-2013 Tesi di Dottorato in Informatica On The Evolution of Digital Evidence: Novel Approaches for Cyber Investigation Tutor Candidato prof. Giuseppe Cattaneo Giancarlo De Maio Coordinatore prof. Giuseppe Persiano Ai miei genitori. 1 2 Abstract Nowadays Internet is the fulcrum of our world, and the World Wide Web is the key to access it. We develop relationships on social networks and entrust sensitive documents to online services. Desktop applications are being replaced by fully-fledged web-applications that can be accessed from any devices. This is possible thanks to new web technologies that are being introduced at a very fast pace. However, these advances come at a price. Today, the web is the principal means used by cyber-criminals to perform attacks against people and organizations. In a context where information is extremely dynamic and volatile, the fight against cyber-crime is becoming more and more difficult. This work is divided in two main parts, both aimed at fueling research against cyber- crimes. The first part is more focused on a forensic perspective and exposes serious limi- tations of current investigation approaches when dealing with modern digital information. In particular, it shows how it is possible to leverage common Internet services in order to forge digital evidence, which can be exploited by a cyber-criminal to claim an alibi. Here- inafter, a novel technique to track cyber-criminal activities on the Internet is proposed, aimed at the acquisition and analysis of information from highly dynamic services such as online social networks. -
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Gamebots: a 3D Virtual World Test-Bed for Multi-Agent Research Rogelio Adobbati, Andrew N
Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research Rogelio Adobbati, Andrew N. Marshall, Gal Kaminka, Steven Schaffer, Chris Sollitto Andrew Scholer, Sheila Tejada Computer Science Department Information Sciences Institute Carnegie Mellon University University of Southern California Pittsburgh, PA 15213 4676 Admiralty Way [email protected] Marina del Rey, CA 90292 {srs3, cs3} @andrew.cmu.edu {rogelio, amarshal, ascholer, tejada} @isi.edu ABSTRACT To address these difficulties, we have been developing a new type This paper describes Gamebots, a multi-agent system of research infrastructure. Gamebots is a project started at the infrastructure derived from an Internet-based multi-player video University of Southern California’s Information Sciences game called Unreal Tournament. The game allows characters to Institute, and jointly developed by Carnegie Mellon University. be controlled over client-server network connections by feeding The project seeks to turn a fast-paced multi-agent interactive sensory information to client players (humans and agents). Unlike computer game into a domain for research in artificial intelligence other standard test-beds, the Gamebots domain allows both human (AI) and multi-agent systems (MAS). It consists of a players and agents, or bots, to play simultaneously; thus providing commercially developed, complex, and dynamic game engine, the opportunity to study human team behavior and to construct which is extended and enhanced to provide the important agents that play collaboratively with humans. The Gamebots capabilities required for research. system provides a built-in scripting language giving interested Gamebots provides several unique opportunities for multi-agent researchers the ability to create their own multi-agent tasks and and artificial intelligence research previously unavailable with environments for the simulation. -
Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015)
UIC Law Review Volume 49 Issue 1 Article 8 Fall 2015 Professional Video Gaming: Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015) Elizabeth Brusa Follow this and additional works at: https://repository.law.uic.edu/lawreview Part of the Computer Law Commons, Entertainment, Arts, and Sports Law Commons, Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Elizabeth Brusa, Professional Video Gaming: Piracy That Pays, 49 J. Marshall L. Rev. 217 (2015) https://repository.law.uic.edu/lawreview/vol49/iss1/8 This Comments is brought to you for free and open access by UIC Law Open Access Repository. It has been accepted for inclusion in UIC Law Review by an authorized administrator of UIC Law Open Access Repository. For more information, please contact [email protected]. PROFESSIONAL VIDEO GAMING: PIRACY THAT PAYS ∗ ELIZABETH BRUSA I. INTRODUCTION ................................................................ 218 II. BACKGROUND................................................................... 221 A. A Brief History of Copyright Law ...........................222 B. What Does Copyright Protect? ................................224 C. Who Is a Copyright Owner? .....................................227 D. What Rights Are Granted by Copyright? ................228 E. Enforcement of Copyright ........................................229 F. The Fair Use Doctrine ..............................................231 III. ANALYSIS ......................................................................... 235 A. Two Potentially -
Predicting Crowdsourced Decisions on Toxic Behavior in Online Games [Please Cite the WWW’14 Version of This Paper]
STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games [Please cite the WWW’14 version of this paper] Jeremy Blackburn Haewoon Kwak University of South Florida Telefonica Research Tampa, FL, USA Barcelona, Spain [email protected] [email protected] ABSTRACT game. With the advent of the free-to-play business model, where One problem facing players of competitive games is negative, or the game is given away for free and the developers are supported toxic, behavior. League of Legends, the largest eSport game, uses via micro-transactions, a game’s sustainability is directly related a crowdsourcing platform called the Tribunal to judge whether a to the strength of its community. A large, healthy community at- reported toxic player should be punished or not. The Tribunal is a tracts new players and keeps existing players engaged and willing two stage system requiring reports from those players that directly to spend money. Left unchecked, toxic behavior threatens to tear a observe toxic behavior, and human experts that review aggregated game’s community apart. reports. While this system has successfully dealt with the vague There have been many attempts to deal with toxic behavior. The nature of toxic behavior by majority rules based on many votes, it earliest required direct human intervention, usually from a game naturally requires tremendous cost, time, and human efforts. master/administrator. While accurate and decisive, this type of sys- In this paper, we propose a supervised learning approach for tem doesn’t scale when there are 10s of millions of active players. predicting crowdsourced decisions on toxic behavior with large- More recently, crowdsourced systems, which make use of the input scale labeled data collections; over 10 million user reports involved of many humans, have arisen. -
Towards Conscious-Like Behavior in Computer Game Characters
Towards Conscious-like Behavior in Computer Game Characters Raúl Arrabales, Agapito Ledezma, and Araceli Sanchis Abstract—The main sources of inspiration for the design of synthetic agents. more engaging synthetic characters are existing psychological In the following we introduce the hypothesis that using models of human cognition. Usually, these models, and the cognitive architectures inspired on models of consciousness associated Artificial Intelligence (AI) techniques, are based on could be an effective approach to deal with the complexity partial aspects of the real complex systems involved in the of the problem. Additionally, we argue that the field of MC generation of human-like behavior. Emotions, planning, learning, user modeling, set shifting, and attention mechanisms can also benefit from the experimentation with such are some remarkable examples of features typically considered architectures in the domain of computer games. First of all, in isolation within classical AI control models. Artificial we introduce and clarify the concepts of embodiment and cognitive architectures aim at integrating many of these aspects situatedness as essential features of conscious agents. We together into effective control systems. However, the design of also support that these properties are present in the domain this sort of architectures is not straightforward. In this paper, of computer games. we argue that current research efforts in the young field of Machine Consciousness (MC) could contribute to tackle A. Embodiment and situatedness in video games complexity and provide a useful framework for the design of more appealing synthetic characters. This hypothesis is Physical embodiment and real world situatedness are illustrated with the application of a novel consciousness-based considered key factors in the production of consciousness. -
Articles from Freesandal
Articles from FreeSandal W!o+ 的《小伶鼬工坊演義》︰【新春】 復古派 《七》 RetroPie 金手指 2016-02-21 06:02:21 懸鉤子 不知是否是人性使然,有了科舉考試,也就有了『作弊』小抄︰ 傳說《列仙傳》記載︰ 許遜,南昌人。晉初為旌陽令,點石化金 ,以足逋賦。 其所化之『石金』可『如真』三十年!? 若講《列仙傳》是漢朝劉向所著,宜乎查無其人其事也?! 許遜 許遜(239年-374年),字敬之,晉代著名道士,南昌縣(今屬江西)長定鄉益塘 坡人,祖籍河南汝南[1],道教淨明道、閭山派尊奉的祖師,許遜於晉太康元年 (280年)出任旌陽(今屬四川)令,人稱許九郎、許旌陽、旌陽祖師、感天大 帝,又稱許天師、許真君。 不過 W!o+ 對『點石成金』的見解倒很玄,重點祇一句︰ 《紅樓夢》太虛幻境對聯 假作真時真亦假; 無為有處有還無。 並認為所謂人心『做事』首要︰ 有心為善,雖善不賞; 無心為惡,雖惡不罰。 ※作者註 『聊齋志異』首篇 考城隍 宋公諱燾,邑庠生。一日,病臥,見吏人持牒,牽白顛馬來,云:「請赴試。」公 言:「文宗未臨,何遽得考?」吏不言,但敦促之 。公力疾乘馬從去。 路甚生 疏。至一城郭,如王者都。移時入府廨 ,宮室壯麗。上坐十餘官,都不知何人,惟 關壯繆可識。檐下設几 、墩各二,先有一秀才坐其末,公便與連肩。几上各 有筆 札。俄題紙飛下。視之,八字云:「一人二人,有心無心。」二公文成,呈殿上。 公文中有云:「有心為善,雖善不賞;無心為惡,雖惡不罰 。」諸神傳讚不 已。 召公上,諭曰:「河南缺一城隍,君稱其職。 」公方悟,頓首泣曰:「辱膺寵命, 何敢多辭?但老母七旬,奉養無人,請得終其天年,惟聽錄用。」上一帝王像 者, 即命稽母壽籍。有長鬚吏,捧冊翻閱一過,白:「有陽算九年。」共躊躇間,關帝 曰:「不妨令張生攝篆九年,瓜代可也。」乃謂公:「應即赴任;今推仁孝之 心, 給假九年,及期當復相召。」又勉勵秀才數語 。二公稽首並下。秀才握手,送諸郊 野,自言長山張某。以詩贈別 ,都忘其詞,中有「有花有酒春常在,無燭無燈 夜 自明」之句。公既騎,乃別而去,及抵里,豁若夢寤。時卒已三日。母聞棺中呻吟 ,扶出,半日始能語。問之長山,果有張生,於是日死矣。後九年 ,母果卒。營 葬既畢,浣濯入室沒。其岳家居城中西門內,忽見公鏤膺朱幩,輿馬甚眾,登其 堂,一拜而行。相共驚疑,不知其為神 。奔詢鄉中,則已歿矣。公有自記小傳,惜 亂 後無存,此其略耳。 何況『工具』本身無善無惡、非善非惡。且善且惡存於『用者』也耶!!??恰似 《欺言騙語》起頭 灰子有言曰︰ 遊戲者人間也。優勝劣敗,其常也。圖謀非常者,其要有二,昭明若日月。其日曰 ︰積微守勝,永不退轉。其法言︰機緣在天,流布難勻,苟有所得,必儲。凡有所 失,再來補過,只進無退之道。此陽謀也,存心取勝。其月曰︰更於九地之下,改 於九天之上,瞞天過海。其法言︰欺言騙語,得之物性,所更所改,皆有物宜。物 不能知!人能知乎?此陰謀也,詐取詭奪。 由於作者不知《欺言騙語》是何典!灰子是何人?但思所謂『儲』 、『存』宛如圖 靈機『狀態』存取?『更』、『改』彷彿作弊碼『修改遊戲』!心想這部書,可就 是 Tux 的『作弊大全』乎?? 既然無處可考?也只能遁之以史實的了!! 電子遊戲作弊 遊戲作弊是指在多人遊戲、網路遊戲中利用修改遊戲或者其他不正當手段來達到超 出對手成績或者其他目的的行為,單人遊戲中使用作弊碼來使遊戲變得更加簡單的 行為也包含在內。大多數遊戲開發者注重於讓多人遊戲變得更加「平衡」。當第一 個用於網際網路應用的遊戲發布的時候,遊戲作弊也就隨之產生。過去很容易區別 一個玩家是否作弊,因為多數情況發生在區域網遊戲內。網絡改變了這種情況。 ─── Cheating in video games Cheating in video games involves a video game player using non-standard methods to create an advantage or disadvantage beyond normal gameplay, in order to make the game easier or harder.