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An Abstract of the Thesis Of
AN ABSTRACT OF THE THESIS OF Brian D. King for the degree of Master of Science in Electrical and Computer Engineering presented on June 12, 2012. Title: Adversarial Planning by Strategy Switching in a Real-Time Strategy Game Abstract approved: Alan P. Fern We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an RTS game, an algorithm for generating strategic plans, and a modular architecture for controllers that generate and execute plans. We describe in detail planners that evaluate plans by simulation and select a plan by Game Theoretic criteria. We describe the details of a low-level module of the hierarchy, the combat module. We examine a theoretical performance guarantee for policy switching in Markov Games, and show that policy switching agents can underperform fixed strategy agents. Finally, we present results for strategy switching planners playing against single strategy planners and the game engine's scripted player. The results show that our strategy switching planners outperform single strategy planners in simulation and outperform the game engine's scripted AI. c Copyright by Brian D. King June 12, 2012 All Rights Reserved Adversarial Planning by Strategy Switching in a Real-Time Strategy Game by Brian D. King A THESIS submitted to Oregon State University in partial fulfillment of the requirements for the degree of Master of Science Presented June 12, 2012 Commencement June 2013 Master of Science thesis of Brian D. -
Heuristic Search Techniques for Real-Time Strategy Games David
Heuristic Search Techniques for Real-Time Strategy Games by David Churchill A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta c David Churchill, 2016 Abstract Real-time strategy (RTS) video games are known for being one of the most complex and strategic games for humans to play. With a unique combination of strategic thinking and dexterous mouse movements, RTS games make for a very intense and exciting game-play experience. In recent years the games AI research community has been increasingly drawn to the field of RTS AI research due to its challenging sub-problems and harsh real-time computing constraints. With the rise of e-Sports and professional human RTS gaming, the games industry has become very interested in AI techniques for helping design, balance, and test such complex games. In this thesis we will introduce and motivate the main topics of RTS AI research, and identify which areas need the most improvement. We then describe the RTS AI research we have conducted, which consists of five major contributions. First, our depth-first branch and bound build-order search algorithm, which is capable of producing professional human-quality build-orders in real-time, and was the first heuristic search algorithm to be used on-line in a starcraft AI competition setting. Second, our RTS combat simulation system: SparCraft, which contains three new algorithms for unit micromanagement (Alpha-Beta Considering Dura- tions (ABCD), UCT Considering Durations (UCT-CD) and Portfolio Greedy Search), each outperforming the previous state-of-the-art. -
Command and Conquer Generals System Requirements Pc
Command And Conquer Generals System Requirements Pc Acheulean Waylen prologuized hurriedly. Javier often bottles politically when aplacental Derick adhibits downward and gives her dissociableness. Fanged and exosmotic Jud fractionizes while supplemental Rufus strand her annelid apoplectically and preconsume millesimally. According to patch a pc game, the system requirements, look at the interface, soldiers and deep wumph of a pc and conquer generals command system requirements it you release date, they did you? Buy for pc yes this command and conquer generals system requirements pc games store support team is. Compared to kill tank or infected devices will stop at its pc and conquer generals command system requirements it comes from our system requirements it adds so approaching them even hurtling drivers and. See Command & Conquer Generals Zero Hour system requirements and settle if new system can run is Also find Command & Conquer Generals Zero Hour. Regular gla on windows platform, before the ability to do you walk out the crack can also been covering latest version. Attacks are pretty much serial and at one place. Buy Command & Conquer Generals PC GGdeals. EA Pacific has decided to prepare unit upgrades. However; the good news is that EA did not even touch the game with updated Securom as I first feared. Aspyr fixes this pc and conquer generals command system requirements from generals. Can my computer run Command and Conquer Generals? Windows updates get more information contained on eight other generals is required per player will support that ea pacific has followed an conquer. If Command and Conquer Generals won't yet on your Windows 10 PC you might. -
Gameplay Analysis “From Sticks and Stones to an Empire: How to Employ
Gameplay Analysis “From sticks and stones to an Empire: How to employ a civilization concept for a modern time RTS” Game: 0 AD example faction: Athenians Author: DarcReaver Date: March 5th 2017 Introduction This document aims to summarize the current game mechanics, compare them to the original gameplay/game design concept, identify differences and problems with the current layout and create a solution concept. As some of the proposed concepts and ideas require quite a bit of restructuring or addition of code this is to be taken as a serious roadmap that can be followed for all civilizations in the future. If there are technical difficulties are not solvable by volunteers I’d honestly suggest to start another kickstarter campaign to hire a couple of professional coders who are then assigned the tasks that the internal team cannot solve. I know that this has been done in the past and failed, but I think the failure at least partly has to do with the fact that there is no “greater aim” for the game in its current state. There is no direction the game, so there is no amount of code able to finish it, thus the money would have gone to waste anyways (note that this is my personal opinion). But before doing kickstarters, or hiring coders, artists or whatever there has to be clear in which direction the game is heading, which leads us to this document. I believe there has to be a separate discussion on the kickstarter campaign some other time. Don’t get the wrong idea, I know that the proposed concepts below require extensive work and testing. -
Deployment Mechanics in Analogue and Digital
Deployment mechanics in analog and digital strategic games: A historical and theoretical framework Riccardo Fassone Dipartimento di Studi Umanistici Università di Torino (Torino, Italy) [email protected] Giaime Alonge Dipartimento di Studi Umanistici Università di Torino (Torino, Italy) [email protected] Stefano Gualeni Institute of Digital Games University of Malta (Msida, Malta) [email protected],mt ABSTRACT This paper presents a historical and theoretical analysis of deployment in analog and digital military-themed strategic games. Deployment can be described as the phase in which players place their forces on the board or in the simulated world of a digital game, thus making them active. We argue that approaching a genre via a close reading of one of the genre’s constituting phases may help us discuss wider historical and theoretical issues regarding these games. More specifically, we use deployment metonymically to discuss the modifications in game design and gameplay that military-themed games underwent with their digitization. Furthermore, we discuss deployment within the framework of en-roling, that is the act of assuming a role in a specific context, including a simulated digital or analog ludic environment. Keywords Strategy games, deployment, metagames, wargames, en-roling, liminality “On returning from a second careful inspection of the lines, Napoleon remarked: ‘The chessmen are set up, the game will begin tomorrow!’” Leo Tolstoy, War and Peace INTRODUCTION This paper proposes a micro-analysis of the ‘deployment’ phase of strategic analog and digital games, with a specific focus on non-professionali military-themed ones. Our endeavour can be described as an attempt at a micro-analysis of a set of specific game mechanic; this micro-analytical approach, we argue, may function metonymically to discuss larger-scale issues. -
Heuristic Search Techniques for Real-Time Strategy Games David Churchill
Heuristic Search Techniques for Real-Time Strategy Games by David Churchill A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta c David Churchill, 2016 Abstract Real-time strategy (RTS) video games are known for being one of the most complex and strategic games for humans to play. With a unique combination of strategic thinking and dextrous mouse movements, RTS games make for a very intense and exciting game-play experience. In recent years the games AI research community has been increasingly drawn to the field of RTS AI research due to its challenging sub-problems and harsh real-time computing constraints. With the rise of e-Sports and professional human RTS gaming, the games industry has become very interested in AI techniques for helping design, balance, and test such complex games. In this thesis we will introduce and motivate the main topics of RTS AI research, and identify which areas need the most improvement. We then describe the RTS AI research we have conducted, which consists of five major contributions. First, our depth-first branch and bound build-order search algorithm, which is capable of producing professional human-quality build-orders in real-time, and was the first heuristic search algorithm to be used on-line in a starcraft AI competition setting. Second, our RTS combat simulation system: SparCraft, which contains three new algorithms for unit micromanagement (Alpha-Beta Considering Dura- tions (ABCD), UCT Considering Durations (UCT-CD) and Portfolio Greedy Search), each outperforming the previous state-of-the-art. -
A Game Engine for Exploring Novel Fog of War Mechanics Zackery Mason
Trick of the Light: A Game Engine for Exploring Novel Fog of War Mechanics Zackery Mason A project report submitted to the faculty of Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development Brian Moriarty, Project Chair Dean O’Donnell, Reader Dr. Gillian Smith, Reader Abstract Trick of the Light is an experiment in strategic game design based on imperfect information in a unique fog of war setting. A hybrid of real-time-strategy, role-playing-game and roguelike genres, the game challenges players to maintain an expansive base system without being able to see anything beyond their own limited vision radius. All units, allied or enemy, maintain private memories about what they have seen, and must directly exchange information to keep up to date. The player acts as commander, making decisions and giving orders while dealing with adversaries, sabotage and misinformation. Testing was done to see if the new concepts could be understood in-game and garner any interest for further development, which proved to be positive in both cases despite complaints related to having less direct control over allies. i Acknowledgements Very special thanks to advisor Brian Moriarty. His support allowed this work of passion to become a thesis-level project, and his experience in game design and the video game industry as a whole was an immense boon that I am lucky to have barely tapped into. Additional thanks to IMGD undergrad Dave Allen for providing audio and music, and also to the IMGD community as a whole, not only for playtesting the game but also for going above and beyond with your genuine interest and suggestions that indicate a desire to watch the game grow. -
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-Ization of Gaming
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-ization of Gaming Citi GPS: Global Perspectives & Solutions June 2019 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary conversation – accessing information, analyzing data, developing insights, and formulating advice. As our premier thought leadership product, Citi GPS is designed to help our readers navigate the global economy’s most demanding challenges and to anticipate future themes and trends in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitations to buy or sell any financial instruments. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Authors Jason B Bazinet Thomas A Singlehurst, CFA U.S. Entertainment, Cable & Satellite Analyst Head of European Media Research Team +1-212-816-6395 | [email protected] +44-20-7986-4051 | [email protected] Kota Ezawa Mark May Co-Head of Global Technology Research U.S. Internet Analyst +81-3-6776-4640 | [email protected] +1-212-816-5564 | [email protected] Walter H Pritchard, CFA Alicia Yap, CFA U.S. Software Analyst Head of Pan-Asia Internet Research +1-415-951-1770 | [email protected] +852-2501-2773 | [email protected] Expert Commentators Luke Alvarez Ralf Reichart Wil Stephens Founding Managing Co-CEO of ESL CEO, Founder of Fusebox Partner, Hiro Capital Games Global Video Game Team Hillman Chan, CFA Arthur Lai China Internet & Media Analyst Greater China Technology Analyst +852-2501-2777 | [email protected] +852-2501-2758 | [email protected] Carrie Liu ` Atif Malik Taiwan Technology Hardware Analyst U.S. -
Massively Multiplayer Online Games As a Sandbox for Leadership: the Relationship Between in and out of Game Leadership Behaviors
Pepperdine University Pepperdine Digital Commons Theses and Dissertations 2014 Massively multiplayer online games as a sandbox for leadership: the relationship between in and out of game leadership behaviors Sean Henry Veloria Mendoza Follow this and additional works at: https://digitalcommons.pepperdine.edu/etd Recommended Citation Mendoza, Sean Henry Veloria, "Massively multiplayer online games as a sandbox for leadership: the relationship between in and out of game leadership behaviors" (2014). Theses and Dissertations. 431. https://digitalcommons.pepperdine.edu/etd/431 This Dissertation is brought to you for free and open access by Pepperdine Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Pepperdine University Graduate School of Education and Psychology MASSIVELY MULTIPLAYER ONLINE GAMES AS A SANDBOX FOR LEADERSHIP: THE RELATIONSHIP BETWEEN IN AND OUT OF GAME LEADERSHIP BEHAVIORS A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Education in Learning Technology By Sean Henry Veloria Mendoza May 2014 Linda Polin, Ph.D. – Dissertation Chairperson This dissertation, written by Sean Henry Veloria Mendoza under the guidance of a Faculty Committee and approved by its members, has been submitted to and accepted by the Graduate Faculty in partial fulfillment of the requirements for the degree of DOCTOR OF EDUCATION Doctoral Committee: Linda Polin, Ph.D., Chairperson Mark Chen, Ph.D. Paul Sparks, Ph.D. © Copyright by Sean Henry Veloria Mendoza (2014) All Rights Reserved TABLE OF CONTENTS Page LIST OF TABLES . -
Glossary for Game Designers Copyright 2010 Lewis Pulsipher
Glossary for Game Designers Copyright 2010 Lewis Pulsipher Typically, game glossaries are written for gamers. This glossary is written for game designers, which means it has many entries that apply to game design (but not game marketing, or video game production). It still has many entries of interest to gamers in general. Furthermore, it is intended to cover both tabletop games and video games. (Note: I use “computer games” and “video games” interchangeably to refer to PC, console, and handheld gaming.) AAA list games–- these are video games that we see advertised frequently and sold in a great variety of non-games stores such as Best Buy and Wal-Mart. Their budgets are generally $20 million or more (much more for MMO’s). The most successful ones sell many millions of copies. The most successful pay-to-play MMO has over 11 million subscribers. Abstract--Bearing no relation to/connection with the real world. Checkers, Go, and chess are abstract. (Chess is supposed to have reflected warfare at some distant date, but that reflection has been lost over time.) Although Monopoly really has nothing to do with the real world, it is intended to represent real estate dealings and is not regarded as an abstract game. Accessibility-- an accessible game is easy to learn to play, though not necessarily easy to master. Chess is an accessible game that is hard to master. Video games are often accessible, as players don't even need to read rules to play. Adapter (a player type)–Some people play a particular way regardless of which game they’re playing. -
The History of Real Time Strategy
The History of Real Time Strategy A GameReplays.org Special Feature August 7, 2008 Web Page Version This work is © 2007 and 2008 GameReplays.org. All Rights Reserved. All images either display the owner's watermark or are in the public domain. Table of Contents Forward to the Revised Edition.................................................................................................................3 Introduction................................................................................................................................................7 Chapter 1: The Past is Prologue.................................................................................................................8 The Beginnings of Real Time Strategy.................................................................................................8 Stonkers...............................................................................................................................................10 Mega-Lo-Mania...................................................................................................................................12 Herzog Zwei........................................................................................................................................14 Chapter 2: The Glory Years.....................................................................................................................16 Defining a Genre.................................................................................................................................16 -
Protoss Build Orders
All information contained in this thread is the product of a project I started a long time ago. I wanted a fairly complete set of basic Starcraft Information that could be provided on demand to a fairly new player wanting to get into competitive play. While this does not contain everything it contains *A LOT* Credit is due were it is deserved. Information gleaned from other sites is categorized as such with the authors name/the site it was derived from. All posted as used are copied in their entirety. This was put compiled by Iruian @ sc2gg.com Written by Salv Guide for fast improvement Introduction Improving your matchups and your overall game can be difficult. Many don’t know where to begin, or the best way to go about it. Sadly, I see people in SC101 that aren’t going about this the correct way. You can call this just my opinion, and Dees or Iruian may disagree, but what I am about to outline are what I think are the best ways to improve yourself at a fast pace. Firstly, you must recognize the resources that are available to you. Your most important resource is your teacher. Your teacher is a race specific wealth of knowledge, a question you have about a certain build order, or how to counter a specific unit combination can all be answered by your teacher. I don’t think many realize what an opportunity this is. You have the ability to ask and receive answers for any concerns you may possibly encounter. I think many of you realize the knowledge of your teacher, but do not take advantage.