Identifying Players and Predicting Actions from RTS Game Replays
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Historical Game of Majapahit Kingdom Based on Tactical Role-Playing Game
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game Mohammad Fadly Syahputra, Muhammad Kurniawan Widhianto and Romi Fadillah Rahmat Department Information Technology, Faculty of Computer Science and Information Technology, University of Sumatera Utara, Medan, Indonesia Keywords: Cut-out Animation, History, Majapahit, Role-playing Game, Tactical Role-playing Game, Turn based Strategy, Video Game. Abstract: Majapahit was a kingdom centered in East Java, which once stood around year 1293 to 1500 C. Majapahit kingdom was the last Hindu-Buddhist kingdom that controlled Nusantara and is regarded as one of the greatest kingdom in Indonesia. The lack of modern entertainment content about the history of Majapahit kingdom made historical subject become less attractive. Therefore, we need a modern entertainment as one option to learn about the fascinating history of the kingdom of Majapahit. In this study the authors designed a video game about history of Majapahit kingdom with the genre of tactical role-playing game. Tactical role-playing game is a sub genre of role playing game by using system of turn-based strategy in every battle. In tactical role-playing game, players will take turns with the opponent and can only take action in their turn and each character will have an attribute and level as in role-playing game video game. This study used the A* algorithm to determine the movement direction of the unit and cut-out techniques in the making of animation. This study demonstrated that video games can be used as a media to learn about history. 1 INTRODUCTION only used as an entertainment, but also can be used as a story telling, and sometimes game also can be mixed Majapahit was a kingdom centered in East Java, with educational elements to train someone. -
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. -
Time War: Paul Virilio and the Potential Educational Impacts of Real-Time Strategy Videogames
Philosophical Inquiry in Education, Volume 27 (2020), No. 1, pp. 46-61 Time War: Paul Virilio and the Potential Educational Impacts of Real-Time Strategy Videogames DAVID I. WADDINGTON Concordia University This essay explores the possibility that a particular type of video game—real-time strategy games—could have worrisome educational impacts. In order to make this case, I will develop a theoretical framework originally advanced by French social critic Paul Virilio. In two key texts, Speed and Politics (1977) and “The Aesthetics of Disappearance” (1984), Virilio maintains that society is becoming “dromocratic” – determined by and obsessed with speed. Extending Virilio’s analysis, I will argue that the frenetic, ruthless environment of real-time strategy games may promote an accelerated, hypermodern way of thinking about the world that focuses unduly on efficiency. Introduction Video games have been a subject of significant interest lately in education. A new wave of momentum began when James Paul Gee’s book, What Video Games Have to Teach Us About Learning and Literacy (2003a), was critically acclaimed, and was followed by a wave of optimistic studies and analyses. In 2010, a MacArthur Foundation report, The Civic Potential of Video Games, built on this energy, drawing on large-scale survey data to highlight the possibility that games that certain popular types of video games might promote civic engagement in the form of increased political participation and volunteerism. The hypothesis that video games, a perpetual parental bête-noire and the site of many a sex/violence media panic, might actually be educationally beneficial, has been gathering steam and is the preferred position of most educational researchers working in the field. -
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. -
A Proof-Of-Concept Study with Sid Meier's Civilization
Review of Managerial Science https://doi.org/10.1007/s11846-020-00378-0 ORIGINAL PAPER Good gamers, good managers? A proof‑of‑concept study with Sid Meier’s Civilization Alexander Simons1 · Isabell Wohlgenannt1 · Markus Weinmann2 · Stefan Fleischer3 Received: 14 August 2018 / Accepted: 9 January 2020 © The Author(s) 2020 Abstract Human resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamifcation”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, of-the-shelf video games are not or are only rarely used to screen or test candi- dates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We fnd that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including players’ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic “stealth assessments,” including personality assessments. Keywords Assessment · Gamifcation · Recruitment · Human resources · Serious games · Video games JEL Classifcation J24 · M51 * Alexander Simons [email protected] Extended author information available on the last page of the article Vol.:(0123456789)1 3 A. -
Exploring How Players Create Emergent
Exploring how players create emergent narrative and character in strategy games Dr Jacqueline Burgess University of the Sunshine Coast Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Professor Christian Jones University of the Sunshine Coast Engage Research Lab Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Keywords Emergent narrative, strategy games, qualitative research INTRODUCTION Emergent narratives are created by players through their gameplay (Moser and Fang 2015). Research into emergent narratives has focused on simulation games, such as The Sims (Maxis 2000-2019) (Murray 2006; Perlin 2006), while other game genres with the capacity for players to create emergent narratives, such as strategy games, have remained underexplored. Strategy video games typically use few narrative elements (characterisation, cut-scenes, and linear plots) when compared to other video game genres such as action-adventure (King and Krzywinska 2002). Instead, the gameplay focuses on players selecting a faction, raising armies to conquer neighbouring factions, or engaging in diplomacy with them, and administrating cities (Ghitta & Andrikopoulos 2009). However, there is evidence that players still find narrative resources through this gameplay. Friedman’s (1999) analysis of the strategy game, Civilisation II (MicroProse 1996), found that players exploration of the geography within the game and the changes they made to it provided them with a story. Furthermore, players of developer Paradox’s ‘grand strategy games’ (Paradox Development Studio 2000-2019) are known to create ‘After-Action Reports’ (AARs), in which players using screenshots and text create long and detailed accounts of their gameplay that are more like stories, rather than factual reports (Mukherjee 2016; Poole 2018). -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
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. -
The Impacts of Video Games on Cognition 2015, Vol
BBSXXX10.1177/2372732215601121Policy Insights from the Behavioral and Brain SciencesGreen and Seitz 601121research-article2015 Health Policy Insights from the Behavioral and Brain Sciences The Impacts of Video Games on Cognition 2015, Vol. 2(1) 101 –110 © The Author(s) 2015 DOI: 10.1177/2372732215601121 (and How the Government Can Guide the bbs.sagepub.com Industry) C. Shawn Green1 and Aaron R. Seitz2 Abstract Video game play has become a pervasive part of American culture. The dramatic increase in the popularity of video games has resulted in significant interest in the effects that video gaming may have on the brain and behavior. The scientific research to date indicates that some, but not all, commercial video games do indeed have the potential to cause large-scale changes in a wide variety of aspects of human behavior, including the focus of this review—cognitive abilities. More recent years have seen the rise of a separate form of video games, the so-called “brain games,” or games designed with the explicit goal of enhancing cognitive abilities. Although research on such brain games is still in its infancy, and the results have definitely not been uniformly positive, there is nonetheless reason for continued optimism that custom games can be developed that make a lasting and positive impact on human cognitive skills. Here, we discuss the current state of the scientific literature surrounding video games and human cognition with an emphasis on points critically related to public policy. Keywords video games, brain games, cognitive enhancement Tweet Introduction Playing some, but not all, video games can improve percep- Over the past half century, video game play has gone from tion and cognition. -
Video Games, Cognitive Exercises, and the Enhancement of Cognitive Abilities
Available online at www.sciencedirect.com ScienceDirect Video games, cognitive exercises, and the enhancement of cognitive abilities 1,2 1,2,3 Joaquin A Anguera and Adam Gazzaley In this review we explore the emerging field of cognitive training enhancement, generalized benefits or transfer [2 ,3]), and via distinct types of interactive digital media: those designed often not even for abilities that are highly related to primarily for entertainment (‘video games’) and those created training itself (i.e., near transfer [3–6]). In this review for the purpose of cognitive enhancement (‘cognitive we differentiate between two types of interactive digital exercises’). Here we consider how specific design factors media: those designed primarily for entertainment [7 ] associated with each tool (e.g., fun, motivation, adaptive (‘video games’) and those created for the purpose of mechanics) and the study itself (e.g., participant expectancy, cognitive enhancement (‘cognitive exercises’). Exploring dose effects) can influence cognitive enhancement effects. We this dichotomy, we will consider how certain factors finally describe how the development of hybrid interventions associated with each type of intervention and correspond- that capitalize on strengths of each type of interactive digital ing study designs may influence the potential for cogni- media are anticipated to emerge as this field matures. tive enhancement and for validating it experimentally. Addresses 1 Department of Neurology, University of California, San Francisco, Video games and cognitive -
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. -
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.