Tetris Strategies in a Multiplayer Environment
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Sjwizzut 2014 Antwoorden
SJWizzut 2014 SJWizzut 2014 SJWizzut 2014 Welkom & Speluitleg Welkom… Fijn dat je mee doet aan de eerste SJWizzut … Naast deze avond waarop je vragen zo snel en goed mogelijk moet beantwoorden, mogen alle teamleden GRATIS naar onze Feestavond (uitslagavond) komen. Aangezien er een verschil zit tussen GRATIS en VOOR NIKS….kom je deze avond GRATIS…maar niet VOOR NIKS… Gezellig bij praten met de andere teams en haar teamleden… Het ‘ophalen’ van de uitslag en horen van sommige antwoorden… Maar bovenal een super gezellige avond met een LIVE BAND (Blind Date). Regeltjes Zoals bij elke quiz hebben wij ook regels…lees deze rustig door om zo goed mogelijk je vragen te kunnen beantwoorden en de hoogste score te bereiken. Wanneer wordt een antwoord goed gerekend? Simpel: als het antwoord goed is. Daarnaast gelden de volgende geboden: • Vul de antwoorden in op de grijze kaders van dit vragenboekje. Zoals deze… • Schrijf duidelijk. Aan niet of slecht leesbare antwoorden worden geen punten toegekend. • Spel correct. Als er om een specifieke naam gevraagd wordt, dan moet deze goed gespeld zijn. Wanneer moet het vragenboekje weer worden ingeleverd? Het ingevulde vragenboekje moet worden ingeleverd in De Poel VOOR 23:00 uur. Alleen de teams die hun vragenboekje tijdig en op de juiste wijze hebben ingeleverd dingen mee naar de prijzen. Hoe moet het vragenboekje worden ingeleverd? Stop alle categorieën van de Quiz op de juiste volgorde terug in het mapje en lever het zo in. Hoe werkt de puntentelling? In het totaal bestaat deze quiz uit 9 categorieën. Voor elke categorie zijn 200 punten te verdienen. -
The Game of Tetris in Machine Learning
The Game of Tetris in Machine Learning Simon´ Algorta 1 Ozg¨ ur¨ S¸ims¸ek 2 Abstract proaches to other games and to real-world problems. In the Appendix we provide a table of the algorithms reviewed The game of Tetris is an important benchmark and a description of the features used. for research in artificial intelligence and ma- chine learning. This paper provides a histori- cal account of the algorithmic developments in 2. The Game of Tetris Tetris and discusses open challenges. Hand- Tetris is one of the most well liked video games of all time. crafted controllers, genetic algorithms, and rein- It was created by Alexey Pajitnov in the USSR in 1984. forcement learning have all contributed to good It quickly turned into a popular culture icon that ignited solutions. However, existing solutions fall far copyright battles amid the tensions of the final years of the short of what can be achieved by expert players Cold War (Temple, 2004). playing without time pressure. Further study of the game has the potential to contribute to impor- The game is played on a two-dimensional grid, initially tant areas of research, including feature discov- empty. The grid gradually fills up as pieces of different ery, autonomous learning of action hierarchies, shapes, called Tetriminos, fall from the top, one at a time. and sample-efficient reinforcement learning. The player can control how each Tetrimino lands by rotat- ing it and moving it horizontally, to the left or to the right, any number of times, as it falls one row at a time until one 1. -
Project Design: Tetris
Project Design: Tetris Prof. Stephen Edwards Spring 2020 Arsalaan Ansari (aaa2325) Kevin Rayfeng Li (krl2134) Sooyeon Jo (sj2801) Josh Learn (jrl2196) Introduction The purpose of this project is to build a Tetris video game system using System Verilog and C language on a FPGA board. Our Tetris game will be a single player game where the computer randomly generates tetromino blocks (in the shapes of O, J, L, Z, S, I) that the user can rotate using their keyboard. Tetrominoes can be stacked to create lines that will be cleared by the computer and be counted as points that will be tracked. Once a tetromino passes the boundary of the screen the user will lose. Fig 1: Screenshot from an online implementation of Tetris User input will come through key inputs from a keyboard, and the Tetris sprite based output will be displayed using a VGA display. The System Verilog code will create the sprite based imagery for the VGA display and will communicate with the C language game logic to change what is displayed. Additionally, the System Verilog code will generate accompanying audio that will supplement the game in the form of sound effects. The C game logic will generate random tetromino blocks to drop, translate key inputs to rotation of blocks, detect and clear lines, determine what sound effects to be played, keep track of the score, and determine when the game has ended. Architecture The figure below is the architecture for our project Fig 2: Proposed architecture Hardware Implementation VGA Block The Tetris game will have 3 layers of graphics. -
The History of Video Game Music from a Production Perspective
Digital Worlds: The History of Video Game Music From a Production Perspective by Griffin Tyler A thesis submitted in partial fulfillment of the requirements for the degree, Bachelor in Arts Music The Colorado College April, 2021 Approved by ___________________________ Date __May 3, 2021_______ Prof. Ryan Banagale Approved by ___________________________ Date ___________________May 4, 2021 Prof. Iddo Aharony 1 Introduction In the modern era of technology and connectivity, one of the most interactive forms of personal entertainment is video games. While video games are arguably at the height of popularity amid the social restrictions of the current Covid-19 pandemic, this popularity did not pop up overnight. For the past four decades video games have been steadily rising in accessibility and usage, growing from a novelty arcade activity of the late 1970s and early 1980s to the globally shared entertainment experience of today. A remarkable study from 2014 by the Entertainment Software Association found that around 58% of Americans actively participate in some form of video game use, the average player is 30 years old and has been playing games for over 13 years. (Sweet, 2015) The reason for this popularity is no mystery, the gaming medium offers storytelling on an interactive level not possible in other forms of media, new friends to make with the addition of online social features, and new worlds to explore when one wishes to temporarily escape from the monotony of daily life. One important aspect of video game appeal and development is music. A good soundtrack can often be the difference between a successful game and one that falls into obscurity. -
Human-Computer Interaction in 3D Object Manipulation in Virtual Environments: a Cognitive Ergonomics Contribution Sarwan Abbasi
Human-computer interaction in 3D object manipulation in virtual environments: A cognitive ergonomics contribution Sarwan Abbasi To cite this version: Sarwan Abbasi. Human-computer interaction in 3D object manipulation in virtual environments: A cognitive ergonomics contribution. Computer Science [cs]. Université Paris Sud - Paris XI, 2010. English. tel-00603331 HAL Id: tel-00603331 https://tel.archives-ouvertes.fr/tel-00603331 Submitted on 24 Jun 2011 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. Human‐computer interaction in 3D object manipulation in virtual environments: A cognitive ergonomics contribution Doctoral Thesis submitted to the Université de Paris‐Sud 11, Orsay Ecole Doctorale d'Informatique Laboratoire d'Informatique pour la Mécanique et les Sciences de l'Ingénieur (LIMSI‐CNRS) 26 November 2010 By Sarwan Abbasi Jury Michel Denis (Directeur de thèse) Jean‐Marie Burkhardt (Co‐directeur) Françoise Détienne (Rapporteur) Stéphane Donikian (Rapporteur) Philippe Tarroux (Examinateur) Indira Thouvenin (Examinatrice) Object Manipulation in Virtual Environments Thesis Report by Sarwan ABBASI Acknowledgements One of my former professors, M. Ali YUSUF had once told me that if I learnt a new language in a culture different than mine, it would enable me to look at the world in an entirely new way and in fact would open up for me a whole new world for me. -
Homework 4: Tetronimoes
CS 371M Homework 4: Tetronimoes Submission: All submissions should be done via git. Refer to the git setup, and submission documents for the correct procedure. The root directory of your repository should contain your README file, and your Android Studio project directory. Overview: “If Tetris has taught me anything, it’s that errors pile up and accomplishments disappear.” – Some guy on Reddit In this and the next homework, you will be implementing a simple game of Tetris. For those who have never played Tetris, definitely try it out. Below is a link to a free online tetris game. Use the “up” arrow key to rotate the blocks. https://www.freetetris.org/game.php On the following page is a screenshot of the game as it should look for this class. For previous assignments, layout and quality of appearance have not been major factors in grading. However, appearance will be considered for this assignment. Your app should look at least as polished as the example app. API: We have defined several framework classes for your use. TCell: A class that represents a singe square. Each TCell has a color and (x,y) coordinates. TGrid: A class that creates a grid of cells. Use this to represent the main grid of cells in your game. This class also provides several utility functions that help you to detect and delete full rows of cells. Tetromino: A class that represents a Tetris Tetromino. This class can be inserted into a TGrid, moved, and rotated. All Tetromino movement functions return a Boolean value depending on whether the movement succeeded or not. -
Instruction Booklet Using the Buttons
INSTRUCTIONINSTRUCTION BOOKLETBOOKLET Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com 60292A PRINTEDPRINTED ININ USAUSA 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. WARNING - Battery Leakage • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. -
Playing Tetris Using Bandit-Based Monte-Carlo Planning
Playing Tetris Using Bandit-Based Monte-Carlo Planning Zhongjie Cai and Dapeng Zhang and Bernhard Nebel1 Abstract. to remove rows as soon as possible in each turn to survive the game. Tetris is a stochastic, open-ended board game. Existing artificial The game is over when only one player is still alive in the competi- Tetris players often use different evaluation functions and plan for tion, and of course the last player is the winner. only one or two pieces in advance. In this paper, we developed an ar- Researchers have created many artificial players for the Tetris tificial player for Tetris using the bandit-based Monte-Carlo planning game using various approaches[12]. To the best of our knowledge, method (UCT). most of the existing players rely on evaluation functions, and the In Tetris, game states are often revisited. However, UCT does not search methods are usually given less focus. The Tetris player devel- keep the information of the game states explored in the previous plan- oped by Szita et al. in 2006[11] employed the noisy cross-entropy ning episodes. We created a method to store such information for our method, but the player had a planner for only one piece. In 2003, player in a specially designed database to guide its future planning Fahey had developed an artificial player that declared to be able to process. The planner for Tetris has a high branching factor. To im- remove millions of rows in a single-player Tetris game using a two- prove game performance, we created a method to prune the planning piece planner[6]. -
Tetromino Reptiles
Mathigon – Lesson Plan Tetromino Reptiles Standards Prior knowledge NC Key Stage 3: Use scale factors, scale diagrams and maps It will help if students have some familiarity with expressing relationships CCSS 7.G.A.1: Solve problems involving scale drawings of using ratio, and with square numbers. geometric figures Lesson outline This task uses Polypad’s tetrominoes as a context for exploring enlargements (dilations) and scale factors. Tetrominoes are shapes which can be made from 4 individual squares, and will be instantly recognisable to any student who has played the classic game Tetris. Lesson objective: Understand how the area of a shape changes when it is enlarged. Lesson activity Warm-up Show students this Polypad canvas. Explain that two of the tetrominoes have been enlarged (dilated) correctly, but two of them have mistakes. Invite students to work out the scale factor by which the two correct enlargements have been drawn, and to use the pen tool (or copy the diagrams onto squared paper) to correct the mistakes in the Canvas Link incorrect enlargements. Solution: The square has been correctly enlarged by a scale factor of 3, and the L tetromino has been correctly enlarged by a scale factor of 5. The T tetromino and the Z tetromino have not been enlarged correctly. If students haven’t seen tetrominoes before, and you think they could benefit from additional scaffolding before the warm up above, you could challenge them to find all the different arrangements of four 1-square tiles. They can use this canvas as a starting point. Main Activity Some shapes can be used to tile an enlargement of themselves – this is sometimes called a rep-tile. -
A Speech Therapy Game for Children with Speech Sound Disorders
Apraxia World: A Speech Therapy Game for Children with Speech Sound Disorders Adam Hair* Penelope Monroe* Beena Ahmed Texas A&M University University of Sydney University of New South Wales College Station, TX, USA Sydney, NSW, Australia Sydney, NSW, Australia [email protected] [email protected] Texas A&M University at Qatar Doha, Qatar [email protected] Kirrie J. Ballard Ricardo Gutierrez-Osuna University of Sydney Texas A&M University Sydney, NSW, Australia College Station, TX, USA [email protected] [email protected] ABSTRACT INTRODUCTION This paper presents Apraxia World, a remote therapy tool Speech sound disorders (SSDs) can affect language for speech sound disorders that integrates speech exercises production and speech articulation in children, leading to into an engaging platformer-style game. In Apraxia World, serious communicative disabilities [4]. Estimates for the the player controls the avatar with virtual buttons/joystick, prevalence of SSDs in children vary; some suggest between whereas speech input is associated with assets needed to 2% and 25% of children aged 5-7 years may be affected advance from one level to the next. We tested performance [21], while others estimate values closer to 1% of the and child preference of two strategies for delivering speech primary-school-aged population [26]. Regardless of their exercises: during each level, and after it. Most children exact prevalence, SSDs can have potentially devastating indicated that doing exercises after completing each level effects on a child’s communication development [10]. was less disruptive and preferable to doing exercises Fortunately, children can reduce symptoms and improve scattered through the level. -
(Sometimes) Invisible to the Eyes. Innovation As Driving
The business magazine for horticultural plant breeding 2013 APRIL WWW.CIOPORA.ORG PBR TOPSY-TURVY What is essential How UPOV and its members is (sometimes) turn the system upside down invisible to the eyes. SEEING DOUBLE… YOU BET Innovation as driving Minimal distance between varieties force of the market! Diversity is our Glory star® ROSES & PLANTS Conard-Pyle Roses • Woodies • Perennials Proud Introducers of e Knock Out® Family of Roses Peach Dri ® uja Fire Chief™ Clematis Sapphire Indigo™ ‘Meiggili’ PP#18542 CPBRAF ‘Congabe’ PP#19009 ‘Cleminov 51’ PP#17012 www.starroses andplants.com Table of Contents 07 Breeding industry ‘manifesto’ refl ects strong visions and daily praxis 15 12 Biancheri Creations 11 Marketability of combines centuries- Orchid lookalike innovation – the old traditions marks the start of power of ideas in with revolutionary the spring horticulture research 16 20 Contemporary How Alexey Pajitnov marketing solutions 18 regained the IP for horticultural Breeding 2.0: from rights to his Tetris® businesses fi eld book to tablet computer game 26 24 PBR topsy-turvy. 22 European patent with How UPOV and its Seeing double… unitary effect and members turn the …you bet Unifi ed Patent Court system upside down 4 www.FloraCultureInternational.com | CIOPORA Chronicle April 2013 April 2013 CIOPORA Chronicle 30 33 Belgian discovery Colombia’s PBR 35 rules give Plant system faces Breeders play vital Variety Rights teeth unsolved problems role in supply chain 38 The importance 40 36 of communication Hydrangeas in in breeder-agent- Clearly or just about a PVR squeeze grower relationships distinguishable? 44 FruitBreedomics 42 improves effi ciency A CPVO success story of fruit breeding 48 49 47 France’s accession For Meilland CIOPORA’s AGM: tout to the 1991 Act of IP is The Next Big arrive en France! the UPOV convention Thing for innovation CIOPORA Chronicle April 2013 | www.FloraCultureInternational.com 5 CIOPORA Members Aris® BallFloraPlant 0-C, 91-M, 76-Y, 0-K (red) 100-C, 0-M, 91-Y, 6-K (green) Beijing Hengda CADAMON E.G.