Racing Game AI an Investigation Into AI Techniques for Motorsport Simulation Games
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Video Game Collection MS 17 00 Game This Collection Includes Early Game Systems and Games As Well As Computer Games
Finding Aid Report Video Game Collection MS 17_00 Game This collection includes early game systems and games as well as computer games. Many of these materials were given to the WPI Archives in 2005 and 2006, around the time Gordon Library hosted a Video Game traveling exhibit from Stanford University. As well as MS 17, which is a general video game collection, there are other game collections in the Archives, with other MS numbers. Container List Container Folder Date Title None Series I - Atari Systems & Games MS 17_01 Game This collection includes video game systems, related equipment, and video games. The following games do not work, per IQP group 2009-2010: Asteroids (1 of 2), Battlezone, Berzerk, Big Bird's Egg Catch, Chopper Command, Frogger, Laser Blast, Maze Craze, Missile Command, RealSports Football, Seaquest, Stampede, Video Olympics Container List Container Folder Date Title Box 1 Atari Video Game Console & Controllers 2 Original Atari Video Game Consoles with 4 of the original joystick controllers Box 2 Atari Electronic Ware This box includes miscellaneous electronic equipment for the Atari videogame system. Includes: 2 Original joystick controllers, 2 TAC-2 Totally Accurate controllers, 1 Red Command controller, Atari 5200 Series Controller, 2 Pong Paddle Controllers, a TV/Antenna Converter, and a power converter. Box 3 Atari Video Games This box includes all Atari video games in the WPI collection: Air Sea Battle, Asteroids (2), Backgammon, Battlezone, Berzerk (2), Big Bird's Egg Catch, Breakout, Casino, Cookie Monster Munch, Chopper Command, Combat, Defender, Donkey Kong, E.T., Frogger, Haunted House, Sneak'n Peek, Surround, Street Racer, Video Chess Box 4 AtariVideo Games This box includes the following videogames for Atari: Word Zapper, Towering Inferno, Football, Stampede, Raiders of the Lost Ark, Ms. -
01 2014 FIFA World Cup Brazil 02 50 Cent : Blood on the Sand 03 AC/DC
01 2014 FIFA World Cup Brazil 02 50 Cent : Blood on the Sand 03 AC/DC Live : Rock Band Track Pack 04 Ace Combat : Assault Horizon 05 Ace Combat 6: Fires of Liberation 06 Adventure Time : Explore the Dungeon Because I DON'T KNOW! 07 Adventure Time : The Secret of the Nameless Kingdom 08 AFL Live 2 09 Afro Samurai 10 Air Conflicts : Vietnam 11 Air Conflicts Pacific Carriers 12 Akai Katana 13 Alan Wake 14 Alan Wake - Bonus Disk 15 Alan Wake's American Nightmare 16 Alice: Madness Returns 17 Alien : Isolation 18 Alien Breed Trilogy 19 Aliens : Colonial Marines 20 Alone In The Dark 21 Alpha Protocol 22 Amped 3 23 Anarchy Reigns 24 Angry Bird Star Wars 25 Angry Bird Trilogy 26 Arcania : The Complete Tale 27 Armored Core Verdict Day 28 Army Of Two - The 40th Day 29 Army of Two - The Devils Cartel 30 Assassin’s Creed 2 31 Assassin's Creed 32 Assassin's Creed - Rogue 33 Assassin's Creed Brotherhood 34 Assassin's Creed III 35 Assassin's Creed IV Black Flag 36 Assassin's Creed La Hermandad 37 Asterix at the Olympic Games 38 Asuras Wrath 39 Autobahn Polizei 40 Backbreaker 41 Backyard Sports Rookie Rush 42 Baja – Edge of Control 43 Bakugan Battle Brawlers 44 Band Hero 45 BandFuse: Rock Legends 46 Banjo Kazooie Nuts and Bolts 47 Bass Pro Shop The Strike 48 Batman Arkham Asylum Goty Edition 49 Batman Arkham City Game Of The Year Edition 50 Batman Arkham Origins Blackgate Deluxe Edition 51 Battle Academy 52 Battle Fantasía 53 Battle vs Cheese 54 Battlefield 2 - Modern Combat 55 Battlefield 3 56 Battlefield 4 57 Battlefield Bad Company 58 Battlefield Bad -
Forza Motorsport 3
Fact Sheet June 2009 Title: “Forza Motorsport 3” Availability: October 2009 Publisher: Microsoft Game Studios Developer: Turn 10 Studios Format: DVD for the Xbox 360 video game and entertainment system; Xbox LIVE- enabled PEGI Rating: 3+ Pricing: $59.99 U.S. (ERP) $79.99 U.S. for Limited Collector’s Edition Product Overview: Whether it’s an exotic sports car like the new Audi R8 V10, a classic American muscle car like the Ford GT or a hot Asian import like the Nissan 370Z, everyone has a dream car. Now you can drive that dream with Turn 10’s latest racing epic. Launching this October exclusively for Xbox 360, “Forza Motorsport 3” unites the racing game genre, making it possible for everyone to experience the thrill of the world’s most exotic and exquisite cars. Live the most realistic racing experience ever as you take the wheel of more than 400 of the most-beloved cars on over 100 renowned real-world tracks and exotic road courses from around the globe. With breathtaking high-definition graphics and the most advanced vehicle performance modeling in a video game, “Forza Motorsport 3” includes a host of driving assists and adjustable skill levels to make the game a gripping pick-up-and- play experience for audiences of all ages and skill levels. Your escape into the world of car culture in “Forza Motorsport 3” doesn’t stop at the track. Turn 10 is a proven leader in user-generated content creation in games. “Forza Motorsport 3” further fuels the imaginations of its already thriving community of painters, tuners and photographers with improved customization tools and brand-new ways to share creations with the world via Xbox LIVE.* Xbox LIVE makes your journey into the “Forza Motorsport” community and the world of user-generated content easy and fun. -
Xbox Baldur's Gate
Xbox Baldur’s Gate: Dark Alliance 2 Beyond Good and Evil BloodRayne BloodRayne 2 Brothers in Arms: Road to Hill 30 Burnout 3: Take Down Capcom Vs SNK 2 Conker: Live and Reloaded Crimson Skies: High Road to Revenge Dead or Alive 3 Dead or Alive: Xtreme Beach Volleyball DOOM 3 Fable Fahrenheit Forza Motorsport Grand Theft Auto: San Andreas Gun Halo 2 Halo: Combat Evolved Hitman 2: Silent Assassin Hitman: Blood Money Jade Empire James Bond 007: Agent Under Fire Just Cause Lord of the Rings: The Return of the King Mercenaries Metal Gear Solid 2: Substance Need for Speed: Most Wanted Ninja Gaiden Oddworld: Munch’s Oddysee Oddworld: Stranger’s Wrath Panzer Dragoon Orta Prince of Persia - The Sands of Time Project Gotham Racing 2 Psychonauts Shenmue 2 Simpsons: Hit and Run Soul Calibur 2 Spider Man 2 Splinter Cell 2: Pandora Tomorrow Star Wars Battle Front 2 Star Wars: Knights of the Old Republic Star Wars: Republic Commando The Chronicles of Riddick: Escape from Butcher Bay The Elder Scrolls III: Morrowind The Godfather The Suffering - Ties that Bind The Warriors Time Splitters 2 Tom Clancy's Splinter Cell: Chaos Theory Xbox 360 Assassin's Creed 2 Assassin's Creed 3 Assassin's Creed: Brotherhood Batman: Arkham Asylum Batman: Arkham City Battlefield 3 Bayonetta BioShock BioShock 2 BioShock Infinite Borderlands 2 Burnout Paradise Burnout Revenge Call of Duty 2 Call of Duty 4: Modern Warfare Call of Duty: Black Ops 2 Call of Duty: Modern Warfare 2 Call of Duty: Modern Warfare 3 Dark Souls Dark Souls 2 Dead Space Dead Space 2 Deus Ex: Human Revolution Dishonored Fable 2 Fable 3 Fallout 3 Far Cry 3 Forza Motorsport 2 Forza Motorsport 3 Gears of War Gears of War 2 Gears of War 3 Grand Theft Auto 4 Grand Theft Auto 5 Halo 3 Halo 4 L.A. -
Msft Xbox Case 11-09
Microsoft’s ‘Red-Ink’ Xbox* On November 22, 2005, Microsoft released its new generation Xbox 360 in North America. The Xbox is a popular videogame system that competes directly with Sony’s PlayStation and Nintendo’s forthcoming Revolution. See Exhibit 1 for an illustration of the Xbox 360 and a list of features announced in Microsoft’s press release. On November 22, the day of the Xbox 360 release, iSuppli of El Segundo, California announced its tear-down analysis of a production unit. The company described its tear-down analysis as ‘applied market intelligence’ primarily targeted for use by analysts in assessing the economics of the Xbox for Microsoft, its suppliers and competitors.1 iSuppli’s analysis revealed that parts alone totaled $525 for the Xbox 360, which retailed for $399 (Exhibit 2).2 “Microsoft spokesperson Molly O'Donnell said the company does not comment or provide guidance on Xbox 360 cost information. Shares of Microsoft were down $0.23 to $27.69 in recent trading.” (RedHerring.com, November 25, 2005) The first commercial videogame system3 The concept of the modern home videogame is attributed to Ralph Baer, a 29-year old TV engineer, who worked at Loral, a TV manufacturing company, in 1951. Ralph wanted customers to be able to play games on their TV, but his boss rejected the idea. Fifteen years later in 1966, Ralph Baer was still working on his thwarted TV game idea and designed a series of prototypes. A prototype built in 1968 played ball & paddle and target shooting games. After several demonstrations to TV manufacturers, Magnavox signed an agreement with Baer’s company in 1971 and released the first commercial home videogame system – the ‘Odyssey’ – in May 1972. -
A Content Analysis of Female Body Imagery in Video Games
Sex Roles DOI 10.1007/s11199-009-9682-9 ORIGINAL ARTICLE A Content Analysis of Female Body Imagery in Video Games Nicole Martins & Dmitri C. Williams & Kristen Harrison & Rabindra A. Ratan # Springer Science + Business Media, LLC 2009 Abstract The 150 top-selling video games sold in the Introduction U.S. across nine platforms were content analyzed to study representations of female bodies. All human Body image dissatisfaction among adolescent girls and females in the games were captured via screenshot and women is considered so common that some researchers body parts measured. These measurements were then claim it is a normative component of life in Western society compared to actual anthropometric data drawn from a (Grogan 2007). Indeed, evidence indicates that 40% to 60% representative sample of 3,000 American women. The of adolescent girls and women are dissatisfied with some results show that female video game characters at low aspect of their appearance (Thompson 2004). This discon- levels of photorealism are systematically larger than the tent with body weight is associated with the prevalence of average American woman whereas female characters at eating disorders: it is estimated that 10 to 15 million women the highest level of photorealism are systematically suffer from anorexia or bulimia in the United States alone thinner. This study also found that games rated for (National Eating Disorders Association 2007). children featured females that are thinner than characters The causes of disordered eating are complex, but one in games rated for adults. These findings are discussed explanation for the link between body dissatisfaction and in terms of cultivation theory. -
Game Developer
>>PRODUCT REVIEWS ENDORPHIN 2 * CLAYTOOLS SYSTEM AUGUST 2005 THE LEADING GAME INDUSTRY MAGAZINE >>SID WILL PROVIDE >>BUSINESS LEVEL >>HDR FOR OPEN GL BUILDING MODDABILITY GROWING PANDEMIC ENLIGHTENED ME INTO CIVILIZATION IV STUDIOS SMOOTHLY WITH SCIENCE POSTMORTEM: DOUBLE FINE’S PSYCHONAUTIC BREAK So real it renders fear. Idea: Create the most gripping and realistic stealth action game on the market. Realized: With Tom Clancy’s Splinter Cell® Chaos Theory™, Ubisoft™ wanted to continue setting records for the visual gaming experience. That’s why they chose Autodesk’s 3ds Max software to model and animate the game’s realistic characters and backgrounds. By providing a highly creative and stable platform, 3ds Max helped Ubisoft artists continue their impressive work on Tom Clancy’s Splinter Cell series that has already sold 10 mil- lion copies worldwide. 3ds Max’s robust, work- horse capabilities also helped Ubisoft stay on target with their grueling production schedules. As a result, Ubisoft met their highly anticipated launch and garnered a 9.9 out of 10 by Offi cial Xbox Magazine because of the game’s amazing looks and lifelike play. From taking out the competition to taking out the warehouse guard, Autodesk software helps today’s top developers realize their ideas to compete and win. To learn more, please visit autodesk.com/3dsmax Autodesk and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2005 Autodesk, Inc. All rights reserved. Tom Clancy’s Splinter Cell® Chaos Theory,™ image courtesy of Ubisoft. -
Postmortem: Bizarre Creations' Project Gotham Racing 2
POSTMORTEM garrett young, mario rodriguez, and chris pickford GARRETT YOUNG, MARIO RODRIGUEZ, AND CHRIS PICKFORD | Garrett’s eight-plus Microsoft years span from testing NBA FULL COURT PRESS to exec. producing the PGR series with Bizarre. Mario began testing games at Microsoft as a 2002 University of Miami grad, recently working on PGR2 and RALLISPORT CHALLENGE. Chris has been designing and testing at Bizarre for four years, shipping the PGR series and FUR FIGHTERS. 46 mar ch 2004 | game developer GAME DATA PUBLISHER: Microsoft Game Studios FULL-TIME CORE TEAM: 40 MAX TEAM SIZE (including test, licensing, localization, and other support resources): 102 LENGTH OF DEVELOPMENT: 2 years RELEASE DATE: Nov 18, 2003 PLATFORM: Xbox DEVELOPMENT HARDWARE: Pentium 600MHz–2.4GHz machines with 256–1024MB RAM, GeForce 2–4 series and ATI Radeon 9700 Pro video boards. DEVELOPMENT SOFTWARE: Microsoft Visual Studio .NET, Microsoft SourceSafe, Alienbrain, built-in 3D Editor, Softimage XSI, Araxis Merge 2001, SoundForge PROJECT SIZE: 37,174 files, 219,538 lines of code, 41GB of data roject Gotham Racing 2 achieved our goals. is the sequel to the best- We owe that success to the strength of selling Xbox racing game, our people and the clarity of our chal- developed by Bizarre lenge. Smart, effective, hard-working peo- P Creations (Liverpool, ple are critical to achieving any worth- England) with production and publishing while goal, and our two teams had that in support from Microsoft Game Studios. spades. Though there were some disagree- Our two teams rolled directly into produc- ments and late changes in tactical direc- tion after finishing international versions tion, everyone on the team was always of PGR in February 2002. -
Core Collections: Games for Libraries to Circulate
Core Collections: Games for Libraries to Circulate Games listed in this handout range in cost between $19.99 and $59.99, depending on reseller and game. Check GameSpot (http://www.gamespot.com/) for a more extensive list of game titles. PC Games for Children Cars (THQ Inc, 2006) Fisher Price Little People Discovery Games (Vivendi Universal, 2003) I Spy Spooky Mansion Deluxe (Riverhillsoft, 2005) Nancy Drew: Danger on Deception Island (ValuSoft Inc.) Rollercoaster Tycoon (Hasbro/InfoGrames, 1999) PC Games for Teens Guild Wars (NCSoft/ArenaNet, 2006) The Lord of the Rings: The Battle for Middle-earth (EA, 2004) Sid Meier’s Pirates! (2K Games, 2005) The Sims 2 (Maxis/EA 2005) World of WarCraft (Blizzard, 2004) PC Games for Adults Civilization IV (Firaxis/Infogrames, 2005) Medal of Honor: Allied Assault (EA Games, 2002) Space Invaders Anniversary (Empire Interactive, 2003) SWAT 4 (Irrational Games/Vivendi, 2005) Unreal Tournament (Epic/GT Interactive, 1999) XBox 360 Games for Children Cars Mater National (THQ, 2006) FIFA Soccer 08 (Electronic Arts, 2007) Lego Star Wars I (LucasArts, 2006) Harry Potter and the Goblet of Fire (Electronic Arts, 2005) Viva Pinata (Rare LTD, 2006) XBox 360 Games for Teens Lego Star Wars II: The Original Trilogy (LusasArts, 2007) Guitar Hero II (RedOctane, 2007) Madden NFL 2006 (Electronic Arts, 2005) Need for Speed Underground (EA, 2003) Tony Hawk's Underground THUG (Activision/Neversoft, 2003) XBox 360 Games for Adults Fable (Microsoft Game Studios/ Big Blue Box, 2004) Call of Duty 2 (Activision/Infinity Ward 2005) Halo 3 (Bungie, 2007) Core Collections for CLA 2007 - This material has been created by Beth Gallaway and designed by Sharon Clarke for the Infopeople Project [infopeople.org], supported by the U.S. -
Dan Greenawalt, Creative Director of Forza Racing Franchise Turn 10 Studios
Dan Greenawalt, Creative Director of Forza Racing Franchise Turn 10 Studios Dan Greenawalt is the Creative Director across the critically acclaimed Forza Racing franchise. His passions for gaming, technology and car culture allow him to inspire and coordinate the talented creative teams around the world that create Forza’s award- winning experiences. Greenawalt is driven to shape the future of automotive entertainment. Though born in Pittsburg, Penn., Greenawalt grew up in the Seattle area. He holds a Bachelor’s Degree in Comparative Religion from The Colorado College. Greenawalt dedicated much of his life to the study of both competitive and traditional martial arts, earning a 2nd degree black belt in Hsing-I as well as an advanced teaching certificate in Jeet Kune Do. Greenawalt’s love of gaming began early in life playing an NES (Nintendo Entertainment System) imported from Japan and eventually competing in “Street Fighter II” tournaments at local Seattle arcades. Greenawalt’s introduction to the gaming industry came in 1997 when he joined Microsoft as a tester on “Inside Drive 2000” for PC. Over time, he transitioned into design on “Project Gotham Racing” which was developed in collaboration with Bizarre Creations. In 2002, Greenawalt and a small group founded Turn 10 within Microsoft Game Studios and began work on “Forza Motorsport” which launched on the original Xbox in 2005. His other past projects include versions of the “Motocross Madness” and “Midtown Madness” series on the PC. His love of cars found a virtual outlet in the 90s when he first played racing games such as “Need for Speed,” “Sega Rally,” “Gran Turismo,” and the groundbreaking “F355 Challenge.” Out of necessity and spurred by his experience in these early games, Greenawalt started his first project car in 1995, stripping and rebuilding a 1973 Toyota Corolla. -
Xbox 360 Xdtv: How to Play Your Xbox 360 in Hd Must Have Launch Titles Madden Nfl 06 the Ultimate Xbox 360 Checklist: Don’T Leave the Store Without These
FREE MONEY TAKE ONE SAVING COUPONS INSIDE THETHE XFACTORXFACTOR ININ TO A Z ABOUT XBOX 360 XDTV: HOW TO PLAY YOUR XBOX 360 IN HD MUST HAVE LAUNCH TITLES THE ULTIMATE XBOX 360 CHECKLIST: DON’T LEAVE THE STORE WITHOUT THESE MADDEN NFL 06 KING KONG CALL OF DUTY 2 Best Buy is a trademark of Best Buy Enterprise Services, Inc. TABLE OF CONTENTS EDITOR’S LETTER By now, you’ve probably heard the buzz about Microsoft’s plans to jump-start the next-generation with the Xbox 360. When it arrives in North America, Japan and Europe this November, the console will become the most powerful game system on the planet. Hardcore early adopters and newer players will unite, all sharing an eagerness to experience gaming in a new way, imagined by different minds. Not by Nintendo, Inside Sega, or Sony–but by Microsoft. The company that Bill Gates built is redefi ning THE XBOX 360 LAUNCH GUIDE innovation and creativity with a fl exible hardware system that features online functionality, multimedia capabilities, music and social community aspects–all XBOX 360: THE SYSTEM 3 built into its core. You’ll be able to play 720p games in widescreen with Dolby 5.1 XBOX LIVE 7 surround sound and experience more polygons on screen, the richest texture work, XFACTOR: 10 MUST HAVE CHECKLIST FOR YOUR 360 and the biggest environments you’ve ever seen. THE MUST HAVE LAUNCH TITLES What’s more, the launch line-up of more than 25 games led by Microsoft’s own PERFECT DARK ZERO 14 Perfect Dark Zero, Project Gotham Racing 3, and Kameo: Elements of Power, is MADDEN NFL 06 NEED FOR SPEED MOST WANTED 15 only just a glimpse of what’s in store. -
View Publication
Empirical Analysis of User Data in Game Software Development The Story of Project Gotham Racing 4 Kenneth Hullett* Nachiappan Nagappan Eric Schuh John Hopson UC Santa Cruz Microsoft Research Microsoft Game Studios Bungie Studios Santa Cruz, CA, USA Redmond, WA, USA Redmond, WA, USA Bellevue, WA, USA [email protected] {nachin, eschuh}@microsoft.com [email protected] ABSTRACT For several years empirical studies have spanned the spectrum of General Terms research from software productivity, quality, reliability, Design, Measurement performance to human computer interaction. Analyses have Keywords involved software systems ranging from desktop software to Game design, Game development, Game metrics telecommunication switching systems. But surprising there has been little work done on the emerging digital game industry, one of the fastest growing domains today. To the best of our knowledge, our work is one of the first empirical analysis of a 1. EMPIRICAL RESEARCH AND GAMES large commercially successful game system. In this paper, we Empirical research in software engineering has typically focused introduce an analysis of the significant user data generated in the on software systems ranging from the traditional gaming industry by using a successful game: Project Gotham telecommunication systems to more recent web services. There Racing 4. has been little research on the software engineering aspects of More specifically, due to the increasing ubiquity of constantly digital games (a.k.a. video games, computer games, electronic connected high-speed internet connections for game consoles, games, etc.; referred to simply as games for the remainder of this developers are able to collect extensive amounts of data about paper).