Time War: Paul Virilio and the Potential Educational Impacts of Real-Time Strategy Videogames
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Virilio – Art and Fear
ART AND FEAR Paul Virilio Translated by Julie Rose continuum This work is published with the support of the French Ministry of Culture - Centre National du Livre. This book is supported by the French Ministry for Foreign Affairs, as part of the Burgess programme headed for the French Embassy in London by the Institut Français du Royaume- Uni. Liberté • Égalité • Fraternité RÉPUBLIQUE FRANÇAISE Continuum The Tower Building 80 Maiden Lane 11 York Road Suite 704 London SE1 7NX New York, NY 10038 www.continuumbooks.com First Published in France 2000 under the title La Procedure silence © 2000 Editions Galilee English translation © 2003 Julie Rose (Introduction © 2003 John Armitage) English translation first published 2003 by Continuum This edition published 2006 All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN 0-8264-8796-3 Typeset by BookEns Ltd, Royston, Herts. Printed and bound in Great Britain by MPG Books, Cornwall Contents Translator's preface vii Art and Fear: an introduction 1 John Armitage A Pitiless Art 15 Silence on Trial 35 Notes 51 Bibliography 55 Index 57 v This page intentionally left blank Translator's preface Immediately after September 11 - an event that did not take him by surprise - people who had always dismissed Virilio as a pessimist started plaguing him for interviews. -
Speed and Politics
SPEED AND POLITICS Paul Virilio Translated by Marc Polizzotti <e> SEMIOTEXT (E) FOREIGN AGENTS SERIES Oiginally published in 1977 as "Vitesse et Politique," Edition Galilee, Paris. Copyright © 1977 Paul Virilio Copyright© 2006 Semiotext(e) Translation © Semiotext(e) and Mark Polizzotti All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photo copying, recording, or otherwise, without prior permission of the publisher. Published by Semiotext(e) 2007 Wilshire Bl".d., Suite 427, Los Angeles, CA 90057 www.semiotexte.com Special thanks to Nicholas Zurko and Mark Polizzotti. Cover: Map of Paris published in 1847 depicting Baron Georges Eugene Haussman's plan to transform Paris into "the capital of capitals." In red are the networks of new streets and boulevards and in green are the parks. Courtesy of the New York City Public Library. Back Cover Photography: Sylvere Locringer Design: Hedi EI Kholti ISBN-10: 1-58435-040-7 ISBN-13: 978-1-58435-040-8 Distributed by The MIT Press, Cambridge, Mass. and London, England Printed in the United States of America Contents Introduction: Logistics of Habitable Circulation 7 PART 1. THE DROMOCRATIC REVOLUTION 27 1. From Street Fight to State Right 29 2. From Highway Right to State Right 49 PART 2. DROMOLOGICAL PROGRESS 59 1. From Space Right to State Right 61 2. Practical War 73 PART 3. DROMOCRATIC SOCIETY 81 1. Unable Bodies 83 2. The Boarding of Metabolic Vehicles 96 3. The End of the Proletariat 115 4. The Consumption of Security 136 PART 4. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
French Theory
FLUSSER STUDIES 31 Martha Schwendener Flusser and French Theory “Saussure did not impress me.”1 So wrote Flusser in the 1969 essay “In Search of Meaning (Philosoph- ical Self-portrait),” before he returned to Europe and settled for the last decades of his life in France. Rather than Francophone writers – and particularly Saussure, the linguist and figurehead of a strain of language philosophy that would guide French thought in the twentieth century – Flusser acknowledged a host of other thinkers: Kant, Camus, José Ortega y Gasset, Nietzsche, Cassirer, Cohen, Hartmann, the entire Marburg School, the Viennese School, Bertrand Russell, Wittgenstein, and Heidegger, Joyce, Pound, Eliot, Goethe, Thomas Mann, and particularly Kafka and Rilke. In other words, practically anything but French writers. However, the last two decades of Flusser’s life brought him in close con- tact with French thinkers, from Abraham Moles to Jean Baudrillard. Moreover, his increasing contact with German media theory and the U.S. art world, which was besotted with French “theory” (a desig- nation I will explain in a moment) were crucial to his legacy. Paradoxically, even though Flusser’s reception lagged in France, I would argue that his importance is in large part due to the avenues opened up by French theory and the “model” – one of Flusser’s favorite terms – for his own visionary thinking. First, French “theory.” Anaël Lejeune, Olivier Mignon, and Raphaël Pirenne write that French theory refers “roughly to the structuralist and post-structuralist thought that developed in France from the 1960s to the 1980s” and which should be differentiated from “French thought.”1 French theory, as opposed to French thought, offered a degree of heterogeneity and intellectual freedom – which is why it was largely adopted by radical thinkers, in the vein of Flusser. -
Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
Toward an Ontology of the Interface
G e n e r a l n o t e Toward an Ontology of the Interface Identifying the Interface as a Mediation Entity C risti n A S á The interface is more than an assemblage of processes and effects; it is Interface is defined within the theoretical framework more than a pure relational instance. The interface can be identified as of mediation and experience [3]. According to Kittler [4], an entity in itself and in relation to other entities. In this article, the author from Aristotle onward ontological studies have dealt only presents an ontological work on the interface, defining what it is and ABSTRACT how it exists, and discussing its relation to other entities. The interface with things—their matter and form—and not with the rela- is defined both abstractly as a mediation complex—by identifying tions between things in time and space, therefore leaving characteristics present in its multiple instantiations—and in relation to mediating entities out of such studies. Because I study the other entities—by observing the case of the human-computer interface. interface as a mediating entity, we must begin our discussion by defining the interface and describing its relationships in space-time (and matter, which can no longer be separated The interface is a system or device through which nonrelated from space and time). entities can interact [1]. From this definition, I conclude that the interface must have some characteristics that are com- What IS An InTeRface? mon to each of the entities it puts in connection, since it Definitions of interface often consider its space and actions must communicate with each of them. -
A Bayesian Model for RTS Units Control Applied to Starcraft Gabriel Synnaeve, Pierre Bessiere
A Bayesian Model for RTS Units Control applied to StarCraft Gabriel Synnaeve, Pierre Bessiere To cite this version: Gabriel Synnaeve, Pierre Bessiere. A Bayesian Model for RTS Units Control applied to StarCraft. Computational Intelligence and Games, Aug 2011, Seoul, South Korea. pp.000. hal-00607281 HAL Id: hal-00607281 https://hal.archives-ouvertes.fr/hal-00607281 Submitted on 8 Jul 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. A Bayesian Model for RTS Units Control applied to StarCraft Gabriel Synnaeve ([email protected]) Pierre Bessiere` ([email protected]) Abstract—In real-time strategy games (RTS), the player must 24 surrounding tiles (see Figure 3, combination of N, S, E, W reason about high-level strategy and planning while having up to the 2nd order), stay where it is, attack, and sometimes effective tactics and even individual units micro-management. cast different spells: more than 26 possible actions each turn. Enabling an artificial agent to deal with such a task entails breaking down the complexity of this environment. For that, we Even if we consider only 8 possible directions, stay, and N propose to control units locally in the Bayesian sensory motor attack, with N units, there are 10 possible combinations robot fashion, with higher level orders integrated as perceptions. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
From Modernism to Hypermodernism and Beyond an Interview with Paul Virilio
From Modernism to Hypermodernism and Beyond An Interview with Paul Virilio John Armitage Postmodernism and Hypermodernism JA: Professor Virilio, I would like to begin by charting your place within the contemporary intellectual landscape.1 For instance, your work is closely associated with the cultural movement known as postmodernism. Certainly, your most recently translated study Open Sky (1997 [1995]) is being received as such in the English-speaking world.2 However, you have always been sceptical of the idea of postmodernism. Could you explain the basis of your critique of this concept? PV: Postmodernism is a notion that makes sense in architecture, through the work of [Robert] Venturi (Venturi et al., 1977) and so on. Since I am teaching architecture, to me, postmodernism is a `suitcase' word, a syncret- ism. In architecture it is a clear-cut phenomenon: styles are mixed up, history is ignored, one goes for a `melting pot' of approaches. But as far as thought is concerned, thought as developed in the years 1970±80, I simply cannot understand why people are talking about postmodernism. Post- structuralism? Yes, OK. Postmodernism? It doesn't make any sense to me. Hence, I do not feel linked at all with postmodernity. Moreover, as a teacher in a college of architecture, I believe postmodernism was a catastrophe in the history of modern architecture. Therefore there is no linkage between me and postmodernism. I know that many people tend to associate post- modernism with relativism, especially with cognitive relativism. Well, this is a new polemic that is cropping up, especially here in France, and which does not concern, let alone interest me in the slightest measure. -
Neuroevolution for Micromanagement in Real-Time Strategy Games
NEUROEVOLUTION FOR MICROMANAGEMENT IN REAL-TIME STRATEGY GAMES By Shunjie Zhen Supervised by Dr. Ian Watson The University of Auckland Auckland, New Zealand A thesis submitted in fullfillment of the requirements for the degree of Master of Science in Computer Science Department of Computer Science The University of Auckland, February 2014 ii ABSTRACT Real-Time Strategy (RTS) games have become an attractive domain for Artificial Intelligence research in recent years, due to their dynamic, multi-agent and multi-objective environments. Micromanagement, a core component of many RTS games, involves the control of multiple agents to accomplish goals that require fast, real time assessment and reaction. This thesis explores the novel application and evaluation of a Neuroevolution technique for evolving micromanagement agents in the RTS game StarCraft: Brood War. Its overall aim is to contribute to the development of an AI capable of executing expert human strategy in a complex real-time domain. The NeuroEvolution of Augmenting Topologies (NEAT) algorithm, both in its standard form and its real- time variant (rtNEAT) were successfully adapted to the micromanagement task. Several problem models and network designs were considered, resulting in two implemented agent models. Subsequent evaluations were performed on the two models and on the two NEAT algorithm variants, against traditional, non-adaptive AI. Overall results suggest that NEAT is successful at generating dynamic AI capable of defeating standard deterministic AI. Analysis of each algorithm and agent models identified further differences in task performance and learning rate. The behaviours of these models and algorithms as well as the effectiveness of NEAT were then thoroughly elaborated iii iv ACKNOWLEDGEMENTS Firstly, I would like to thank Dr. -
UNIVERSITY of CALIFORNIA RIVERSIDE the Fantasy and Fear
UNIVERSITY OF CALIFORNIA RIVERSIDE The Fantasy and Fear of Chernobyl’s Ruins A Thesis submitted in partial satisfaction of the requirements for the degree of Master of Arts in Art History by Masha Rotfeld June 2012 Thesis Committee: Dr. Patricia Morton, Chairperson Dr. Susan Laxton Dr. Elizabeth Kotz Copyright by Masha Rotfeld 2012 The Thesis of Masha Rotfeld is approved: ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ Committee Chairperson University of California, Riverside ACKNOWLEDGMENTS My first acknowledgment is to my mother, Marina Kibrik, who instilled in me an unfaltering penchant for art and history and the curiosity that accompanies such learning. For the inspiration and encouragement they gave me as role models and mentors in the subsequent stage of my education, I would like to thank my undergraduate professors, Dr. Andrea Pappas and Dr. Blake de Maria. I feel deeply grateful to my advisor Dr. Patricia Morton for her guidance, patience, and endless insight. I would also like to recognize the two members of my thesis committee, Dr. Susan Laxton, and Dr. Elizabeth Kotz. I am grateful to my committee for choosing to share with me their keen knowledge of photography, architecture, and critical theory. Additionally, I would like to acknowledge several other faculty members in UCR’s History of Art department: Dr. Françoise Forster-Hahn for her course-altering thesis advice, Professor Erika Suderberg for her enlightening associations about war and memory in Eastern Europe, and Dr. Kristoffer Neville for personally extending his encouragement. I have truly appreaciated the Department of the History of Art at UC Riverside for their overall diligence and organization in ensuring the students’ success. -
Tstarbots: Defeating the Cheating Level Builtin AI in Starcraft II in the Full Game
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game Peng Suna,∗, Xinghai Suna,∗, Lei Hana,∗, Jiechao Xionga,∗, Qing Wanga, Bo Lia, Yang Zhenga, Ji Liua,b, Yongsheng Liua, Han Liua,c, Tong Zhanga aTencent AI Lab, China bUniversity of Rochester, USA cNorthwestern University, USA Abstract Starcraft II (SC2) is widely considered as the most challenging Real Time Strategy (RTS) game. The underlying challenges include a large observation space, a huge (continuous and infinite) action space, partial observations, simultaneous move for all players, and long horizon delayed rewards for local decisions. To push the frontier of AI research, Deepmind and Blizzard jointly developed the StarCraft II Learning Environment (SC2LE) as a testbench of complex decision making systems. SC2LE provides a few mini games such as MoveToBeacon, CollectMineralShards, and DefeatRoaches, where some AI agents have achieved the performance level of human professional players. However, for full games, the current AI agents are still far from achieving human professional level performance. To bridge this gap, we present two full game AI agents in this paper — the AI agent TStarBot1 is based on deep reinforcement learning over a flat action structure, and the AI agent TStarBot2 is based on hard-coded rules over a hierarchical action structure. Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting 1.