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Game State Learning via Game Scene Augmentation [article]

Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
2022 arXiv   pre-print
In this study, we introduce a new game scene augmentation technique -- named GameCLR -- that takes advantage of the game-engine to define and synthesize specific, highly-controlled renderings of different  ...  Contrastive Learning is a popular SSL paradigm where the visual understanding of the game's images comes from contrasting dissimilar and similar game states defined by simple image augmentation methods  ...  ACKNOWLEDGEMENT This work was supported by the European Union's H2020 research and innovation programme [Grant Nos. 951911, 101003397].  ... 
arXiv:2207.01289v2 fatcat:jkj7e2mbozbmfalfpoqeyupmzy

Lean Games Approaches – Simulation Games and Digital Serious Games

Carlos Vaz de Carvalho, Manuel Pereira Lopes, António Galrão Ramos
2014 International Journal of Advanced Corporate Learning  
This is typically the case for Lean training, where games are frequently used to illustrate the concepts and the application of lean tools.  ...  Training staff is one of the most important aspects of management and is crucial to the success of businesses in an increasingly competitive and globalized world.  ...  However, only 53% considered that the game allowed them to better understand the 5S method.  ... 
doi:10.3991/ijac.v7i1.3433 fatcat:zo7gmf2ixbaxxh6mna2tsa246e

Gaming the Game

Anders Frank
2011 Simulation & Gaming  
A risk associated with the use of games in training and education is that players "game the game" instead of focusing on their learning goals.  ...  In this study of cadets playing an educational wargame to learn ground warfare tactics, the author examined occurrences of gamer mode.  ...  ACKNOWLEDGMENT I thank all four anonymous reviewers for the valuable comments on the content of this article, the cadets from the Military Academy in Karlberg for participating in the study, Jarmo Laaksolahti  ... 
doi:10.1177/1046878111408796 fatcat:uxawbqcj6ja7lcrxyy422f5rcq

Games as Blends: Understanding Hybrid Games

Ville Kankainen, Jonne Arjoranta, Timo Nummenmaa
2017 Journal of Virtual Reality and Broadcasting  
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology.  ...  Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.  ...  The view we have about using our method for developing better games is similar to that of Björk and Holopainen [BH05] , who describe their game design patterns as a language for discussing games, but  ... 
doi:10.20385/1860-2037/14.2017.4 fatcat:a4edpv6q4nb65b53tj3ixwas5m

GAMES, game theory and artificial intelligence

John T. Hanley
2021 Journal of Defense Analytics and Logistics  
The complexity of the subject requires a campaign of learning.Originality/valueThough games have been essential to the development of AI/ML, practitioners have yet to employ game theory to understand its  ...  It then provides a succinct summary of game theory for those designing and using games, with an emphasis on information conditions and solution concepts.  ...  As the speed of computations has increased, computers have been used to experiment on better ways of playing games.  ... 
doi:10.1108/jdal-10-2021-0011 fatcat:eivvqmedlvemtnjvaug7ppatwm

Game Theory: Noncooperative Games [chapter]

Eric van Damme
2015 International Encyclopedia of the Social & Behavioral Sciences  
Motivated by experiments that show systematic theory violations, behavioral game theory aims to integrate insights from psychology to get better answers to the question 'how do humans play?'.  ...  We provide an overview of the observed regularities and briefly sketch (beginnings of) theories of boundedly rational play.  ...  In this theory, each player acts independently, without collaborating with any of the others, however, by making full use of all the possibilities for cooperation that the game allows.  ... 
doi:10.1016/b978-0-08-097086-8.71048-8 fatcat:pmhl3esmpbatda57pktcmxb7xe

Game Theory: Noncooperative Games [chapter]

E. van Damme
2001 International Encyclopedia of the Social & Behavioral Sciences  
Motivated by experiments that show systematic theory violations, behavioral game theory aims to integrate insights from psychology to get better answers to the question 'how do humans play?'.  ...  We provide an overview of the observed regularities and briefly sketch (beginnings of) theories of boundedly rational play.  ...  In this theory, each player acts independently, without collaborating with any of the others, however, by making full use of all the possibilities for cooperation that the game allows.  ... 
doi:10.1016/b0-08-043076-7/02230-0 fatcat:637xdmyzn5b5nequ3yaushucle

Mining Experiential Patterns from Game-Logs of Board Game

Liang Wang, Yu Wang, Yan Li
2015 International Journal of Computer Games Technology  
In board games, game-logs record past game processes, which can be regarded as an accumulation of experience.  ...  To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests.  ...  In the course of the game, the computer player uses Experience Rules first. Algorithm 6 demonstrates the procedure of matching Experience Rules.  ... 
doi:10.1155/2015/576201 fatcat:oiht77a2mja67agmcx4etfbsia

This is video game play: video games, authority and metacommunication

Ricardo Fassone
2015 Revista Comunicação e Sociedade  
Interacting playfully with a computer, in other words, constitutes a kind of practice in which the player plays against her computerized partner, which acts as a reluctant entity.  ...  liar category of games that require the use of a computer to be executed and played2.  ... 
doi:10.17231/comsoc.27(2015).2088 fatcat:uf3slueoajgjfm7jbc6xjmjtuu

Physics Simulation Games [chapter]

Jochen Renz, Xiaoyu Ge
2015 Handbook of Digital Games and Entertainment Technologies  
Another reason is that most of the state-of-the-art computer vision methods are purely statistical methods that operate at pixel level.  ...  the human performance in these games. • Human computation in computer games has received considerable attention for the past decade.  ... 
doi:10.1007/978-981-4560-52-8_29-1 fatcat:lp6i5dijqnemxmln2wzywhzbte

Physics Simulation Games [chapter]

Jochen Renz, Xiaoyu Ge
2016 Handbook of Digital Games and Entertainment Technologies  
Another reason is that most of the state-of-the-art computer vision methods are purely statistical methods that operate at pixel level.  ...  the human performance in these games. • Human computation in computer games has received considerable attention for the past decade.  ... 
doi:10.1007/978-981-4560-50-4_29 fatcat:q7dlfzxas5gldjjlrzgsi4h75u

Personalised gaming

Sander Bakkes, Chek Tien Tan, Yusuf Pisan
2012 Proceedings of The 8th Australasian Conference on Interactive Entertainment Playing the System - IE '12  
In the concluding sections, the relationship to procedural content generation is discussed, as well as the generalisation to other domains.  ...  This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player.  ...  The authors wish to thank the anonymous referees for their constructive comments that helped to improve the article considerably.  ... 
doi:10.1145/2336727.2336731 dblp:conf/ie/BakkesTP12 fatcat:o2iw4gzu7nh7nmipula7wxtu5u

Physical games or digital games?

Augusto Esteves, Elise van den Hoven, Ian Oakley
2013 Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction - TEI '13  
Specifically, it focuses on a customized version of the game of Four-in-arow and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions.  ...  The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions  ...  Procedure In each session of the study a group of three participants played three games of Four-in-a-row against each other, one game in each of the three interfaces.  ... 
doi:10.1145/2460625.2460651 dblp:conf/tei/EstevesHO13 fatcat:5higzzq5g5hbzaouu52p7zkabe

Emotion in Games [chapter]

Georgios N. Yannakakis, Kostas Karpouzis, Ana Paiva, Eva Hudlicka
2011 Lecture Notes in Computer Science  
This chapter focuses on the study of emotion in the computer games domain, reviews seminal work at the crossroads of game technology, game design and affective computing and details the key phases for  ...  One of the most promising and, nevertheless, challenging applications of affective computing (AC) research is within computer games.  ...  Acknowledgements The authors would like to thank Mirjam P. Eladhari for insightful discussions. This work was supported, in part, by the FP7 ICT project SIREN (project no: 258453).  ... 
doi:10.1007/978-3-642-24571-8_62 fatcat:atph5uo3z5b6nf3z7tfp3qglh4

Interactivity and Music in Computer Games [chapter]

Michael Liebe
2012 Music and Game  
Music in computer games can be generated by using two quite different methods: either it is coded in algorithms and is activated or generated procedurally in line with the gameplay actions, or it can be  ...  (Liebe/Wiedemann 2010: 5) As can be seen in the list of paradigmatic music games, the methods of how such games use rules and interactivity to create musical experiences can vary widely.  ... 
doi:10.1007/978-3-531-18913-0_2 fatcat:5zxjbahb4ngmpdxhn6uezbt3su
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