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European Research Consortium for Informatics and Mathematics Number 57, April 2004 www.ercim.org Special: GamesGames TechnologyTechnology Contents JOINT ERCIM ACTIONS SPECIAL THEME Introduction: 4 ERCIM-Led MUSCLE NoE: Approved and 12 Games and Life Poised to Embark on Ambitious Four- Year Research and Integration Program by Milan Mares, Institute of Information Theory and by Eric Pauwels,CWI, The Netherlands Automation, Academy of Sciences of the Czech Republic 14 Enabling Computers to Play Games like Humans 5 DELOS Network of Excellence on Digital Libraries Strikes Again by Stephen McGlinchey, University of Paisley, UK by Costantino Thanos, CNR Institute of 15 Game AI that Adapts to the Human Player Information Science and Technologies, Italy by Pieter Spronck and Jaap van den Herik, Maastricht University, The Netherlands 6 ERCIM PhD Fellowship Programme 16 Games with Wireless Dynamically 6 ERCIM-Sponsored Events Changing Input/Output Units NEWS FROM W3C by Anthony Savidis and Constantine Stephanidis, FORTH Institute of Computer Science, Greece 7 Semantic Web emerges as Commercial- Grade Infrastructure for Sharing Data on 17 A Framework for Bidding in Procurement Auctions the Web by Jesús Palomo, David Rios Insua, Fabrizio Ruggeri, by Eric Miller, W3C University Rey Juan Carlos/SpaRCIM, Spain 19 Multi-Agent Technology Applied to Real Time Strategy 8 VoiceXML 2.0 gives Voice to the Web Games 9 W3C Mobile Web Standards by Marco Remondino, University of Turin, Italy lined up at 3GSM 2004 20 An Intuitive Game in an Intelligent Ubiquitous 9 Last W3C Recommendations Environment by Jaana Leikas, Hanna Strömberg, Antti Väätänen and Luc EUROPEAN SCENE Cluitmans, VTT Information Technology, Finland 10 IST-FET announces the Launch of Four 22 ContextControl – Game Based Interaction New Research Initiatives in IST-Call 3 to by Holger Diener, Fraunhofer Institute for Computer Graphics, be published in May 2004 Germany 11 IST-FET launches a New Web Facility 23 Dramatic Gaming for the Submission of Ideas for New by Jarmo Laaksolahti, VTT Information Technology, Finland Promising Research Directions in FP6 24 Generating Multimedia Presentations: It's All in the Game and in FP7 by Frank Nack and Lynda Hardman, CWI, The Netherlands 11 European Science Foundation calls for 26 Experimenting with the Social Construction of Reality: A Proposals in ICT Fields Game for the Autistic Mind by John Harpur, National University of Ireland Maynooth, Maria Lawlor, St Mary’s Hospital NEHB, Drogheda, Ireland and Michael Fitzgerald, Trinity College Dublin, Ireland 27 Stability in Labour Market Games by Katarína Cechlárová, P.J. Safárik University, Kosice/SRCIM, Robert W. Irving, and David F. Manlove, University of Glasgow, UK 28 ‘Large’ Games and their Multiple Applications by Andrzej Wieczorek, Institute of Computer Science, Polish Academy of Sciences, Poland 30 Exploring the Video Game as a Learning Tool by Francis Emmerson, University of Abertay, Dundee, UK Next issue: 31 Mobile Gaming with Peer-to-Peer Facilities July 2004 by Mika Pennanen and Kari Keinänen, VTT Information Special theme: Technolgy, Finland Automated Software Engineering 32 Auctioning for Bandwidth in Communication Networks Cover: TicTacToe provides a good by Bruno Tuffin and Patrick Maillé, INRIA illustration for the use of opponent models. See article 'Opponent Models in Games' by 33 Motion Planning in Virtual Environments and Games Jeroen Donkers and Jaap van den Herik by Mark Overmars, Utrecht University, The Netherlands from Maastricht University, page 42. R&D AND TECHNOLOGY TRANSFER 35 An Accessible Two-Player Multi-Modal Board Game 53 gViz Project – Visualization Middleware by Dimitris Grammenos, Anthony Savidis and Constantine for Grid Users Stephanidis, FORTH Institute of Computer Science, Greece by Julian Gallop, CCLRC, UK 36 Games and Automata for Synthesis and Validation 54 Virtual Prints: A Novel Interaction by Erich Grädel, RWTH Aachen, Germany Concept for Virtual Environments by Dimitris Grammenos, Alexandros 37 Story Mechanics as Game Mechanics: Applying Story Mourouzis and Constantine Stephanidis, Analysis Techniques to Game AI FORTH Institute of Computer Science, by Chris R Fairclough, Trinity College Dublin, Ireland Greece 38 Strategy-Proof Routing in Wireless Ad Hoc Networks 55 OpenMASK: an Open-Source Middleware by Paolo Santi, CNR Institute for Informatics and Telematics, for Virtual Reality Italy by Bruno Arnaldi and Stéphane Donikian, IRISA/INRIA Rennes, France 39 An e-Negotiation Tool to Support e-Democracy by David Rios Insua, Julio Holgado and Raúl Moreno, 57 GeneSyS: Monitoring and Management of Distributed Systems Universidad Rey Juan Carlos/SpaRCIM, Spain by Balázs E. Pataki and László Kovács, 40 Game Technology in Virtual Reality Development SZTAKI, Hungary by Jukka Rönkkö, VTT Information Technology, Finland 58 New Crossbar directly switches Variable- 42 Opponent Models in Games Size Packets by Jeroen Donkers and Jaap van den Herik, Maastricht by Manolis Katevenis and Nikos Chrysos, FORTH Institute of Computer Science, University, The Netherlands Greece 43 Edutainment Game Design for Mobile Digital Television 60 N2NSOFT Network Simulator — by Sonja Kangas, VTT Information Technology, Finland Simulation and Optimisation of Large IP 45 Introducing Discrete Simulation into Games Networks by Inmaculada García, Ramón Mollá and Emilio Camahort, by Dohy Hong and François Baccelli, Technical University of Valencia, Spain/SpaRCIM, Spain N2NSOFT, France 61 Connecting Wireless Sensor Networks 46 Adversarial Constraint Satisfaction by Game tree Search with the Internet by James Little and Ken Brown, University College Cork, by Adam Dunkels, Thiemo Voigt and Juan Ireland Alonso, SICS, Sweden 47 Interactive Storytelling: the Rise of a New Game Genre? 62 Automated Production of Fully by Marc Cavazza, University of Teesside, UK Functional Applications with OlivaNova Model Execution 49 NetAttack — First Steps towards Pervasive Gaming by Oscar Pastor, Universidad Politécnica de by Irma Lindt and Wolfgang Broll, Fraunhofer Institute for Valencia/SpaRCIM, Juan Carlos Molina and Applied Information Technology, Germany Emilio Iborra, CARE Technologies S.A., Spain 50 Sequencing Animations Intelligently by Stéphane Assadourian, Warthog Games Ltd., UK 64 MarineXML: Towards Global Standards for Marine Data Interoperability by Brian Matthews, CCLRC 65 Agents and Middleware Applications from Seventeen European Projects by László Kovács, SZTAKI, Hungary 66 EVERGROW, a European Research Project on the Future Internet by Kersti Hedman, SICS, Sweden EVENTS 67 SOFSEM 2004: 30th Anniversary by Julius Stuller, Institute of Computer Science, Academy of Sciences of the Czech Republic/CRCIM 68 Interact 2003 69 Announcements 71 IN BRIEF ERCIM News No. 57, April 2004 JOINT ERCIM ACTIONS ERCIM-Led MUSCLE Network of Excellence: Approved and Poised to Embark on Ambitious Four-Year Research and Integration Program by Eric Pauwels The European Commission signed the contract for the FP6 Network of Excellence MUSCLE (Multimedia Understanding through Semantics, Computation and Learning) on 23 February, thereby giving this ERCIM-led consortium of 42 scientific groups the final go-ahead to embark on an ambitious four-year research and integration program. As the Network's expanded acronym is augmented by the work done in the Ask Jeeves for multimedia content: one indicates, MUSCLE aims to facilitate Cross-Modal Integration WP, where the can address a search engine using natural high-level access to multimedia focus is on performance improvement language and it will take appropriate databases by systematically incorpo- that can be achieved by combining action, or at least ask intelligent, clari- rating machine learning into an inte- different but synergistic modalities. For fying questions. This is an extremely grated approach to multimedia data instance, visual interpretation of a sports complicated problem and will involve a mining. The original impetus for this video can be improved by taking into wide range of techniques: natural initiative stems from the realisation that account the accompanying audio stream language processing, interfacing tech- we urgently need new tools to intelli- (eg crowd cheering). The WP on nology, learning and inferencing, gently index and explore the vast quanti- Machine Learning addresses the possi- merging of different modalities, federa- ties of multimedia documents currently bility of learning data-models automati- tion of complex meta-data, appropriate being amassed. As the enormous size of cally instead of having to hand-code representation and interfaces and so on. these collections precludes comprehen- them. A typical application would be the The second challenge is more related to sive human annotation, the only viable automatic classification of music into machine perception and addresses the alternative is the development of reliable classical or modern based on a number problem of detecting and recognising machine perception and understanding, of illustrative examples. The WP on humans and their behaviour in videos. At and in particular, the automatic creation Computation Intensive Methods investi- first glance, this might seem rather of semantically rich metadata that can be gates how sophisticated computational narrow but it has become clear that used as input for subsequent high-level techniques can assist in exploring robust performance will rely heavily on processing. Indeed, enriching multi- complicated models or estimating uncer- the integration of