Player Modeling: What Is It? How to Do It?
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Investigating the Effect of Pace Mechanic on Player Motivation And
Investigating the Effect of Pace Mechanic on Player Motivation and Experience by Hala Anwar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science (MASc) in Management Sciences Waterloo, Ontario, Canada, 2016 © Hala Anwar 2016 AUTHOR'S DECLARATION I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. Hala Anwar ii Abstract Games have long been employed to motivate people towards positive behavioral change. Numerous studies, for example, have found people who were previously disinterested in a task can be enticed to spend hours gathering information, developing strategies, and solving complex problems through video games. While the effect of factors such as generational influence or genre appeal have previously been researched extensively in serious games, an aspect in the design of games that remains unexplored through scientific inquiry is the pace mechanic—how time passes in a game. Time could be continuous as in the real world (real-time) or it could be segmented into phases (turn- based). Pace mechanic is fiercely debated by many strategy game fans, where real-time games are widely considered to be more engaging, and the slower pace of turn-based games has been attributed to the development of mastery. In this thesis, I present the results of an exploratory mixed-methods user study to evaluate whether pace mechanic and type of game alter the player experience and are contributing factors to how quickly participants feel competent at a game. -
Integrating Reinforcement Learning Into Strategy Games
Integrating Reinforcement Learning into Strategy Games by Stefan Wender Supervised by Ian Watson The University of Auckland Auckland, New Zealand A Thesis submitted in fulfillment of the requirements for the degree of Master of Science in Computer Science The University of Auckland, February 2009 Abstract The present thesis describes the design and implementation of a machine learning agent based on four different reinforcement learning algorithms. The reinforcement learning agent is integrated into the commercial computer game Civilization IV. Civilization IV is a turn- based empire building game from the Civilization series. The reinforcement learning agent is applied to the city placement selection task. The city placement selection determines the founding sites for a player’s cities. The four reinforcement learning algorithms that are evaluated are the off-policy algorithms one-step Q-learning and Q(λ) and the on-policy algorithms one-step Sarsa and Sarsa(λ). The aim of the research presented in this thesis is the creation of an adaptive machine learning approach for a task which is originally performed by a complex deterministic script. Since the machine learning approach is nondeterministic, it results in a more challenging and dynamic computer AI. The thesis presents an empirical evaluation of the performance of the reinforcement learning approach and compares the performance of the adaptive agent with the original deterministic game AI. The comparison shows that the reinforcement learning approach outperforms the deterministic game AI. Finally, the behaviour and performance of the reinforcement learn- ing algorithms are elaborated on and the algorithms are further improved by analysing and revising their parameters. -
Framework for Designing and Evaluating Game Achievements
Framework for Designing and Evaluating Game Achievements Juho Hamari Helsinki Institute for Information Technology HIIT, Aalto University HIIT, PO Box 19215 00076 Aalto, Finland +358 40 835 9563 [email protected] Veikko Eranti Helsinki Institute for Information Technology HIIT, Aalto University / Department of Social Research, University Of Helsinki Sociology, P.O. Box 18 00014 University of Helsinki, Finland +358 50 369 5129 [email protected] ABSTRACT This paper presents a framework for evaluating and designing game design patterns commonly called as “achievements”. The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s). Keywords Online games, game design, game achievements, game rewards, marketing, game ontology, motivation, gamification INTRODUCTION Despite the rapid diffusion of achievements, badges and trophies into a variety of digital games and services, the phenomena around them have gained relatively little academic attention. Some industry studies have found that games with achievements generate more revenue and receive better critical reception (EEDAR 2007). A powerful example of the adoption of achievements is Microsoft’s Xbox Live platform: all games published there are required to have achievements. -
Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool
Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool Introduction Videogames might be thought to be too recent, and to concerned with entertainment, to reveal appropriately historicised attitudes to technology. However, as this essay will demonstrate, there is value in considering how one type of game, the “4X strategy” game, encodes particular assumptions about technology and its development. Although closely affiliated to the “God game” (a videogame in which the player is given absolute, and often supernatural power over a civilization or tribe’s development), “4X strategy” games are defined by the phrase “EXplore, EXpand, EXploit and EXterminate”. That is, such games encourage players to “explore” the in-game environment, “expand” their civilizations, “exploit” the resources of their civilization’s territory, and “exterminate” rival civilizations. Whilst this phrasing is loaded, it provides a sense of the kind of activities within the game, although it does not foreground the importance of technological research. Using the Civilization series of videogames (six games and various “expansions” over the period 1991- 2016) as an exemplar, this article asserts that “technology trees”, as the underpinning structural element of such many 4X strategy games, reveal not only a specific cultural attitude to technology, but also towards the history of technology. Whilst this essay will describe and examine “technology trees” later, it is important to realise at the outset that these -
2K Games Gibt Bekannt, Dass Das Action-Strategiespiel XCOM: Enemy Unknown Von Firaxis Games Entwickelt Wird
Pressemitteilung 2K Games gibt bekannt, dass das Action-Strategiespiel XCOM: Enemy Unknown von Firaxis Games entwickelt wird Das ursprüngliche X-COM gilt als eines der besten Spiele aller Zeiten und wird von den Strategiespiel-Experten von Firaxis Games zu neuem Leben erweckt New York, NY – 5. Januar 2012 – 2K Games gab heute bekannt, dass Firaxis Games, das kreative Team hinter der berühmten Sid Meier’s Civilization-Reihe, den Titel XCOM: Enemy Unknown entwickelt, ein Action-Strategiespiel, das im Herbst 2012 veröffentlicht werden soll. Fans des ursprünglichen X-COM werden XCOM: Enemy Unknown sofort wiedererkennen, während es für die heutigen Konsolen- und PC-Spieler in Sachen Strategiespiele Neuland betritt. Der Schwerpunkt von XCOM: Enemy Unknown liegt gleichermaßen auf tiefgreifender Strategie und intensiven taktischen Kämpfen und die Spieler übernehmen die Kontrolle über eine geheime paramilitärische Organisation mit dem Namen XCOM. Als XCOM-Kommandant müssen die Spieler eine schreckliche globale Invasion durch Außerirdische abwehren, indem sie Ressourcen verwalten, Technologien weiterentwickeln und Kampfstrategien sowie individuelle Einheiten-Taktiken überwachen. “Wir freuen uns darauf, auf der Kern-Spielmechanik aufzubauen, die die Fans des Original-X-COM lieben, und die Serie dabei gleichzeitig einer neuen Generation vorzustellen“, so Sarah Anderson, Senior Vice President of Marketing bei 2K. “Mit Firaxis’ XCOM: Enemy Unknown und 2K Marins kommendem XCOM wird 2K Games zwei völlig unterschiedliche Spielerlebnisse anbieten, die beide an das klassische X-COM-Universum angelehnt sind. Jedes Spiel bietet ein einzigartiges XCOM- Erlebnis in unterschiedlichen Genres, so wie es sich die beiden Studios in ihren einzigartigen kreativen Visionen vorstellen.” Das ursprüngliche X-COM wurde im Jahr 1993 veröffentlicht und gilt als eines der besten Spiele aller Zeiten. -
Sid Meier's Civilization IV Now Shipping to Retail Stores Across
Sid Meier's Civilization IV Now Shipping To Retail Stores Across North America; All-new Features Include New Ways to Play and Win, New Tools to Manage and Expand Civilizations, All-new Mod Capabilities and Intense Multiplayer Modes and Options October 25, 2005 8:31 AM ET NEW YORK--(BUSINESS WIRE)--Oct. 25, 2005--2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ:TTWO), and FIRAXIS Games, the world renowned video game developer, today announced that Sid Meier's Civilization IV for the PC has shipped to retail stores in North America. Sid Meier's Civilization IV will be in retail stores in Europe on November 4. Sid Meier's Civilization IV comes-to-life like never before in a beautifully detailed, living 3D world that expands the gameplay experience. This latest installment takes the franchise to new heights with the addition of new ways to play and win, new tools to manage and expand your civilization, all-new easy to use mod capabilities and various multiplayer modes and options. "With more than six million units sold, the Sid Meier's Civilization franchise is recognized as one of the greatest PC game franchises of all-time," said Christoph Hartmann, Managing Director of 2K Games. "Sid Meier's Civilization IV expands on the popular gameplay in the Civilization series with new features including religion, some of history's most influential people and for the first time in the Civilization series, a full 3D engine." "The Civilization series is very close to our hearts," said Jeff Briggs, Founder, President and CEO of FIRAXIS Games. -
Sid Meier's Civilization IV You Need a Copy of Sid Meier’S Civilization IV Installed on Your Computer to Use Bts
BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 3 TABLE OF CONTENTS Chapter 1 IN THE BEGINNING 5 Introduction. 6 System Requirements. 7 Installation. 8 Starting a Game . 9 The Civilization IV Web Site. 9 Chapter 2 NEW STUFF 10 Introduction. 11 Leader Traits . 11 The Great General . 12 Espionage . 12 Events . 18 Advanced Start . 19 Corporations . 20 Air Combat and Promotions . 23 Overseas Maintenance and Colonies . 23 Improved Siege Combat . 24 Naval Trade Routes . 24 New Technologies. 25 New Units . 25 New Promotions. 26 New Buildings. 26 3 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 4 New Wonders . 27 New Improvement . 28 New Leaders for Existing Civilizations. 28 New Civilizations . 28 Chapter 3 NEW SCENARIOS 31 Introduction. 32 How to Launch a Scenario . 33 Scenarios Overview . 34 Chapter 4 MAIN GAME UPDATES 43 Introduction. 44 Getting and Installing the Updates. 44 What's Been Updated . 44 APPENDIX 48 Keyboard Commands. 49 Credits . 53 Warranty and License Agreement. 59 Product Support . 63 Register with Us! . 63 Copyright Information . 66 4 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 5 Chapter 1 IN THE BEGINNING 5 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 6 INTRODUCTION Welcome to Beyond the Sword! Welcome to the Beyond the Sword expansion pack for Sid Meier’s Civilization IV! Beyond the Sword (BtS) expands the world of Civilization IV, adding new game concepts, new civ- ilizations, new leaders, new buildings and new units, plus some exciting new scenarios. The BtS installation disk also includes all of the updates to the original Civilization IV game code through this product's release date. -
Download Mods for Half Life 1 Download Mods for Half Life 1
download mods for half life 1 Download mods for half life 1. gcsescience.com 16 gcsescience.com. What is Half - l ife ? 1. Half - life is the time taken for half of the radioactive nuclei to decay . 2. Half - life is the time taken for the count rate to fall to half of its original reading . There are a number of ways to define half - life . Remember one of the above definitions , it may be useful in the exams. An Explanation of Half - life . A radioactive material will have some nuclei that are stable and some that are unstable . The stable nuclei don ' t change , that is what stable means. In the picture below, the unstable nuclei (shown as brown balls) will change into stable nuclei (shown as purple balls) and emit radioactivity . Half - life is a measure of the time taken for the unstable nuclei to change into stable nuclei . Different substances do this at different rates . Some do it very quickly and half of the unstable nuclei decay in less than one second . For example, lithium - 8 has a half - life of only 0 · 85 seconds . Some do it very slowly and half of the unstable nuclei take billions of years to decay . For example, uranium - 238 has a half - life of 4 · 51 billion years . Remember that half - life is an amount of time . In the same amount of time , the picture on the right above will lose half of the remaining unstable nuclei . 100 Half-Life 1 Mods. Already in 2001 I decided to gather Half-Life 1 singleplayer mods. -
Scholarly Civilization: Utilizing 4X Gaming As a Framework for Humanities Digital Media
Scholarly Civilization: Utilizing 4X Gaming as a Framework for Humanities Digital Media Elijah Meeks University of California, Merced 5200 N. Lake Rd. Merced, CA 95343 [email protected] ABSTRACT strategy games,1 have a long history of presenting humanities While much attention has been given to first-person shooters and knowledge in a spatio-temporal and relational framework. The puzzle games in academic scholarship, large-scale Civilization- value of this framework is apparent when compared to digital style games (known colloquially as 4X games) have received humanities research and presentation in the field of Historical comparatively scant attention. The map-based nature of these GIS. This paper will examine the structure and presentation of games, with an emphasis on socio-political, socio-environmental, knowledge within map-based strategy games, focusing on the cultural and military activity, is particularly well-suited as a Civilization series and FreeCiv—the open-source map-based medium to express historical knowledge. However, to adapt a strategy game inspired by the latter—in comparison to the medium designed to entertain players to a scholarly medium for structure and presentation of knowledge in Historical GIS with a the analysis of historical processes requires a thorough discussion of how such a framework can be harnessed to present understanding of the structure of 4X games and the manner in scholarly humanities knowledge. While not intended to replace which historical processes are represented in a map-based space. the layered information style of Historical GIS, the nested This paper analyzes the spatial and processual systems in FreeCiv information framework of map-based strategy games provides a and the Civilization series of games—specifically, an examination compelling alternative in presentation and structure. -
Expand the XCOM Experience Today with XCOM®: Enemy Within
Expand the XCOM Experience Today with XCOM®: Enemy Within November 12, 2013 7:30 AM ET Expansion adds new maps, enemies, abilities, weapons, gameplay and more to the Game of the Year* strategy title Join the conversation on Twitter using the hash tag OM NEW YORK--(BUSINESS WIRE)--Nov. 12, 2013-- 2K and Firaxis Games announced today that XCOM®: Enemy Within, the expanded experience for the Game of the Year* award-winning strategy title, XCOM: Enemy Unknown, is available today in North America and will be available internationally on November 15, 2013 for Windows PC, Xbox 360 games and entertainment system from Microsoft and PlayStation®3 computer entertainment system. In XCOM: Enemy Within, players can modify their soldiers genetically to enhance their operatives’ abilities or transform their soldiers into cybernetic warriors. These new abilities and units are imperative to combat two new aliens, the Mechtoid and the Seeker. In addition to new aliens, XCOM: Enemy Within adds a new threat known as EXALT, an underground human organization set on disrupting XCOM operations and taking control of Earth. XCOM: Enemy Within also includes an array of new maps, abilities, upgrades and weapons across both single player and multiplayer. “XCOM: Enemy Within continues the tradition of robust expansion packs from Firaxis Games,” said Christoph Hartmann, president of 2K. “With an incredible amount of new content, XCOM: Enemy Within is the definitive way to play last year’s best strategy game.” “The number one thing our fans asked for after we released XCOM: Enemy Unknown was more maps,” said Ananda Gupta, lead designer at Firaxis Games. -
Large-Scale Cross-Game Player Behavior Analysis on Steam
Proceedings, The Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15) Large-Scale Cross-Game Player Behavior Analysis on Steam Rafet Sifa Anders Drachen Christian Bauckhage Fraunhofer IAIS Aalborg University Fraunhofer IAIS Sankt Augustin, Germany Aalborg, Denmark Sankt Augustin, Germany [email protected] [email protected] [email protected] Abstract little knowledge available in the public domain about how these translate across games (exceptions including (Cham- Behavioral game analytics has predominantly been con- bers and Saha 2005; Bauckhage et al. 2012)). This places fined to work on single games, which means that the cross-game applicability of current knowledge remains challenges in the way of establishing behavioral patterns largely unknown. Here four experiments are presented that operate across some or all games, also for applied pur- focusing on the relationship between game ownership, poses such as informing game design, for example via im- time invested in playing games, and the players them- proving retention and engagement (Bauckhage et al. 2012; selves, across more than 3000 games distributed by the Pittman and GauthierDickey 2010; Feng and Saha 2007). Steam platform and over 6 million players, covering It also limits the ability to develop techniques used in e.g. a total playtime of over 5 billion hours. Experiments e-commerce and behavioral economics for understanding are targeted at uncovering high-level patterns in the be- and modeling