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Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Deepcrawl: Deep Reinforcement Learning for Turn-Based Strategy Games
DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games Alessandro Sestini,1 Alexander Kuhnle,2 Andrew D. Bagdanov1 1Dipartimento di Ingegneria dell’Informazione, Universita` degli Studi di Firenze, Florence, Italy 2Department of Computer Science and Technology, University of Cambridge, United Kingdom falessandro.sestini, andrew.bagdanovg@unifi.it Abstract super-human skills able to solve a variety of environments. However the main objective of DRL of this type is training In this paper we introduce DeepCrawl, a fully-playable Rogue- like prototype for iOS and Android in which all agents are con- agents to surpass human players in competitive play in clas- trolled by policy networks trained using Deep Reinforcement sical games like Go (Silver et al. 2016) and video games Learning (DRL). Our aim is to understand whether recent ad- like DOTA 2 (OpenAI 2019). The resulting, however, agents vances in DRL can be used to develop convincing behavioral clearly run the risk of being too strong, of exhibiting artificial models for non-player characters in videogames. We begin behavior, and in the end not being a fun gameplay element. with an analysis of requirements that such an AI system should Video games have become an integral part of our entertain- satisfy in order to be practically applicable in video game de- ment experience, and our goal in this work is to demonstrate velopment, and identify the elements of the DRL model used that DRL techniques can be used as an effective game design in the DeepCrawl prototype. The successes and limitations tool for learning compelling and convincing NPC behaviors of DeepCrawl are documented through a series of playability tests performed on the final game. -
Application of Retrograde Analysis to Fighting Games
University of Denver Digital Commons @ DU Electronic Theses and Dissertations Graduate Studies 1-1-2019 Application of Retrograde Analysis to Fighting Games Kristen Yu University of Denver Follow this and additional works at: https://digitalcommons.du.edu/etd Part of the Artificial Intelligence and Robotics Commons, and the Game Design Commons Recommended Citation Yu, Kristen, "Application of Retrograde Analysis to Fighting Games" (2019). Electronic Theses and Dissertations. 1633. https://digitalcommons.du.edu/etd/1633 This Thesis is brought to you for free and open access by the Graduate Studies at Digital Commons @ DU. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ DU. For more information, please contact [email protected],[email protected]. Application of Retrograde Analysis to Fighting Games A Thesis Presented to the Faculty of the Daniel Felix Ritchie School of Engineering and Computer Science University of Denver In Partial Fulfillment of the Requirements for the Degree Master of Science by Kristen Yu June 2019 Advisor: Nathan Sturtevant ©Copyright by Kristen Yu 2019 All Rights Reserved Author: Kristen Yu Title: Application of Retrograde Analysis to Fighting Games Advisor: Nathan Sturtevant Degree Date: June 2019 Abstract With the advent of the fighting game AI competition [34], there has been re- cent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. -
History of Value Creation
History of Value Creation Creator of entertainment culture in Japan and around the world Trend in operating income Note: 1983–1988: Fiscal years ended December 31 1989–2020: Fiscal years ended March 31 1995 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1996 1997 1998 1999 2000 Big hits drive Genesis business expansion Capcom Co., Ltd. was established in Osaka in 1983. The Nintendo In the 1990s, the arrival of Super NES prompted Capcom to Entertainment System (NES) came out that same year, but it was formally enter home video game development. Numerous hit difficult to develop high-quality arcade-level content for, so titles were created that drew on Capcom’s arcade game Capcom focused business development on the creation and development expertise. The Single Content Multiple Usage sales of arcade games using the proprietary high-spec circuit strategy was launched in earnest in 1994 with the release of a board “CP System.” Hollywood movie and animated movie based on Street Fighter. Title history 1983 1992 Released our first originally Released Street Fighter II developed coin-op Little League. for the Super NES. 1984 1993 Released our first arcade Released Breath of Fire video game Vulgus. for the Super NES. 1985 1996 Released our first home video Released Resident Evil for game 1942 for the Nintendo PlayStation, establishing Entertainment System (NES). the genre of survival horror with this record-breaking, long-time best-seller. 1987 Released Mega Man for the NES. Capcom and Entertainment Culture 1991 Street Fighter II becomes a major hit The game became a sensation in arcades across the country, establishing the fighting game genre. -
Research on Multimedia Access to Microcomputers for Visually Impaired Youth
DOCUMENT RESUME ED 408 812 EC 305 700 AUTHOR Ashcroft, S. C. TITLE Research on Multimedia Access to Microcomputers for Visually Impaired Youth. INSTITUTION George Peabody Coll. for Teachers, Nashville, Tenn. Dept. of Special Education. SPONS AGENCY Special Education Programs (ED/OSERS), Washington, DC. PUB DATE 83 NOTE 380p. CONTRACT G008102117 PUB TYPE Reports Descriptive (141) EDRS PRICE MF01/PC16 Plus Postage. DESCRIPTORS *Accessibility (for Disabled); *Assistive Devices (for Disabled); Braille; Computer Assisted Instruction; *Educational Strategies; Elementary Secondary Education; Instructional Material Evaluation; Large Type Materials; Learning Modules; *Microcomputers; Speech Synthesizers; Teacher Education Programs; *Visual Impairments IDENTIFIERS Cassette Braille Devices; Digitized Speech; Optacon ABSTRACT This final report discusses the outcomes of a federally funded project that studied visual, auditory, and tactual methods designed to give youth with visual impairments access to microcomputers for curricular, prevocational, and avocational purposes. The objectives of the project were: (1) to research microcomputer systems that could be made accessible to youth with blindness through print, voice, and touch;(2) to develop and evaluate instructional programs for teaching youth with visual impairments to use microcomputer systems through multimedia access;(3) to develop and evaluate instructional packages for these multimedia microcomputer systems for the inservice and preservice training of special education and other personnel who work with youth with visual impairments;(4) to evaluate selected, adapted, or specially development computer-assisted instructional programs for curricula, prevocational, and avocational purposes; and (5)to disseminate the results and products of the research project through usual dissemination channels. The report identifies the advantages and limitations of cassette Braille devices, OPTACON (Optical-to-Tactile Converter), speech synthesis, digitized speech, and large print. -
Dengeki Bunko Fighting Climax Download Pc Free
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Creating Human-Like Fighting Game AI Through Planning
Creating Human-like Fighting Game AI through Planning Roger Liu CMU-CS-17-128 December 2017 School of Computer Science Computer Science Department Carnegie Mellon University Pittsburgh, PA Thesis Committee Maxim Likhachev, Chair Jessica Hodgins Submitted in partial fulfillment of the requirements for the Degree of Master of Science Copyright c 2017 Roger Liu ii Keywords: Artificial Intelligence, Human-Computer Interaction, Game AI, Plan- ning, Human-Imitation, Fighting Games iii CARNEGIE MELLON UNIVERSITY Abstract Faculty Name Department or School Name Master of Science Creating Human-like Fighting Game AI through Planning by Roger LIU Games are a major testing ground for Artificial Intelligence. Though AI has be- come proficient at playing games such as Space Invaders, it behaves in a way that is distinctly artificial, lacking the human-like qualities of a real player. This human ele- ment is important in competitive multiplayer games, as a large part of the enjoyment comes from outwitting other human strategies. To address this issue, we investigate a novel AI technique that leverages planning and human demonstrations to create an opponent that exhibits desirable qualities of human play in the context of a fight- ing game. We introduce the idea of action-ds, which relate the action performed with the change in the game state. These action-ds are learned from human demon- strations and are used to help the AI plan out strategies to hit the opponent. We implement a simple fighting game called FG for the AI to compete in and provide it a human demonstration to learn from. The AI utilizes action-ds with other search techniques to emulate human behavior. -
Wormed Voice Workshop Presentation
Wormed Voice Workshop Presentation micro_research December 27, 2017 1 some worm poetry and songs: The WORM was for a long time desirous to speake, but the rule and order of the Court enjoyned him silence, but now strutting and swelling, and impatient, of further delay, he broke out thus... [Michael Maier] He worshipped the worm and prayed to the wormy grave. Serpent Lucifer, how do you do? Of your worms and your snakes I'd be one or two; For in this dear planet of wool and of leather `Tis pleasant to need neither shirt, sleeve, nor shoe, 2 And have arm, leg, and belly together. Then aches your head, or are you lazy? Sing, `Round your neck your belly wrap, Tail-a-top, and make your cap Any bee and daisy. Two pigs' feet, two mens' feet, and two of a hen; Devil-winged; dragon-bellied; grave- jawed, because grass Is a beard that's soon shaved, and grows seldom again worm writing the the the the,eeeronencoug,en sthistit, d.).dupi w m,tinsprsool itav f bometaisp- pav wheaigelic..)a?? orerdi mise we ich'roo bish ftroo htothuloul mespowouklain- duteavshi wn,jis, sownol hof." m,tisorora angsthyedust,es, fofald,junss ownoug brad,)fr m fr,aA?a????ck;A?stelav aly, al is.'rady'lfrdil owoncorara wns t.) sh'r, oof ofr,a? ar,a???????a? fu mo towess,eethen hrtolly-l,."tigolav ict,a???!ol, w..'m,elyelil,tstreamas..n gotaillas.tansstheatsea f mb ispot inici t.) owar.**1 wnshigigholoothtith orsir.tsotic.'m, sotamimoledug imootrdeavet..t,) sh s,tranciror."wn sieee h asinied.tiear wspilotor,) bla av.nicord,ier.dy'et.*tite m.)..*d, hrouceto hie, ig il m, bsomoug,.t.'l,t, olitel bs,.nt,.dotr tat,)aa? htotitedont,j alesil, starar,ja taie ass.nishiceroouldseal fotitoonckysil, m oitispl o anteeeaicowousomirot. -
Bringing Back the VOICE of Speak & Spell
Bringing Back THE VOICE of Speak & Spell Created by Phillip Burgess Last updated on 2019-10-25 07:00:23 AM UTC Overview This project makes an Adafruit Trellis M4 faithfully replicate the voice of Speak & Spell. The Texas Instruments Speak & Spell and its descendants were electronic educational toys sold from the late 1970s into the early 1990s. If you were around for it, chances are you know that voice, even if you don’t recall the spelling games that went with it. © Adafruit Industries https://learn.adafruit.com/bringing-back-the-voice-of-speak-spell Page 3 of 11 Like any of our senses, sound can summon strong nostalgic feelings. The Yamaha DX7 synthesizer left its fingerprints all over 1980s pop music. Chiptune aficionados will insist that analog peculiarities of a real Commodore 64’s SID chip can never be perfectly emulated in software. Stephen Hawking was so known for his specific accent that he kept (or emulated) it even as better-sounding technology came along. © Adafruit Industries https://learn.adafruit.com/bringing-back-the-voice-of-speak-spell Page 4 of 11 And so it goes with early speech synthesis technology. A Votrax SC-01 (used in MicroVox and Heathkit HERO 1) was distinct from S.A.M. (Software Automatic Mouth) was distinct from the General Instrument SPO256 IC (which could be had from Radio Shack) and so forth. Each has its own peculiar flavour. I can’t explain why I wanted to bring back the Speak & Spell voice specifically. I just…did. It’s that nostalgia thing, and anybody who knows and hears it will laugh. -
BAB I PENDAHULUAN A. Latar Belakang Budaya Populer Jepang
BAB I PENDAHULUAN A. Latar Belakang Budaya populer Jepang merupakan sebuah budaya yang berasal dari Jepang yang diakui, dinikmati, disebarluaskan dan merupakan jalan hidup mayoritas masyarakat Jepang secara umum. Budaya populer Jepang meliputi manga, anime, game, cosplay, dorama, j-pop, dan sebagainya. Manga merupakan suatu media yang di dalamnya terdapat sekumpulan gambar yang mengandung cerita yang bermacam-macam variasinya. Pada umumnya manga dicetak dalam warna hitam-putih dan terkadang ada beberapa bagian yang dicetak berwarna. Di Jepang, manga pada umumnya dicetak dalam majalah yang berukuran sebesar buku telepon dan sering terdiri dari berbagai cerita yang bersambung pada episode berikutnya. Budaya populer Jepang lainnya yaitu anime. Anime adalah produksi animasi Jepang yang menampilkan hasil gambar animasi melalui tangan maupun komputer. Istilah anime merupakan bahasa serapan dari bahasa Inggris “animation”. Dalam bahasa Inggris, istilah ini didefinisikan sebagai penyebarluasan gaya animasi Jepang yang pada umumnya dicirikan dengan grafis yang warna-warni, karakter yang bersemangat dan tema yang terkadang tidak masuk akal. Selain manga dan anime, cosplay juga termasuk ke dalam budaya populer Jepang. Cosplay adalah kata-kata bahasa Jepang yang dibuat dari menggabungkan dua kata dari bahasa Inggris "costume" dan "play". Cosplay merupakan sebuah pertunjukan seni di mana para pesertanya menggunakan kostum dan aksesori yang menunjukkan secara spesifik suatu karakter atau ide. Pada umumnya cosplay mengacu pada manga dan anime, manga, dan video game. Penduduk Jepang merupakan masyarakat penyuka game. Budaya Jepang yang disiplin dan pekerja keras menyebabkan masyarakat Jepang menyukai game sebagai salah satu sarana hiburan karena dengan bermain game masyarakat Jepang dapat mendapatkan kesenangan, menyegarkan kembali pikiran yang jenuh dengan pekerjaannya dan dapat membayangkan dirinya sebagai karakter game yang dimainkannya. -
Deduction of Fighting-Game Countermeasures Using the K-Nearest Neighbor Algorithm and a Game Simulator
Deduction of Fighting-Game Countermeasures Using the k-Nearest Neighbor Algorithm and a Game Simulator Kaito Yamamoto Syunsuke Mizuno1 Chun Yin Chu Ruck Thawonmas Intelligent Computer Intelligent Computer Department of Intelligent Computer Entertainment Laboratory Entertainment Laboratory Computer Science and Engineering Entertainment Laboratory Ritsumeikan University Ritsumeikan University Hong Kong University of Science & Technology Ritsumeikan University Shiga, Japan Shiga, Japan Hong Kong, PR China Shiga, Japan [email protected] Abstract—This paper proposes an artificial intelligence al- gorithm that uses the k-nearest neighbor algorithm to predict its opponent’s attack action and a game simulator to deduce a countermeasure action for controlling an in-game character in a fighting game. This AI algorithm (AI) aims at achieving good results in the fighting-game AI competition having been organized by our laboratory since 2013. It is also a sample AI, called MizunoAI, publicly available for the 2014 competition at CIG 2014. In fighting games, every action is either advantageous or disadvantageous against another. By predicting its opponent’s next action, our AI can devise a countermeasure which is advantageous against that action, leading to higher scores in the game. The effectiveness of the proposed AI is confirmed by the results of matches against the top-three AI entries of the 2013 competition. Fig. 1. Screen-shot of FightingICE where both sides use the same character I. INTRODUCTION from the 2013 competition. A fighting game is a genre of game in which humanoid or quasi-humanoid characters, individually controlled by nor- mally two players, engage in a hand-to-hand combat or a To avoid such situations, an AI must be able to choose combat with melee weapons, and the winner is determined from a variety of action patterns.