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Layer-Abstraction for Symbolically Solving General Two-Player Games

Peter Kissmann, Stefan Edelkamp
2010 Symposium on Combinatorial Search  
In this paper we propose a new algorithm for solving general two-player turn-taking games that performs symbolic search utilizing binary decision diagrams (BDDs).  ...  This comparison shows that in most cases the new algorithm outperforms the existing one in terms of runtime and used memory so that it can solve games that could not be solved before with a general approach  ...  Acknowledgments Thanks to Deutsche Forschungsgemeinschaft (DFG) for support in project ED 74/11-1. We also thank the anonymous reviewers for their helpful comments.  ... 
dblp:conf/socs/KissmannE10 fatcat:zki266yh3jbfbk7vlqtdngddhq

LTSmin: High-Performance Language-Independent Model Checking [chapter]

Gijs Kant, Alfons Laarman, Jeroen Meijer, Jaco van de Pol, Stefan Blom, Tom van Dijk
2015 Lecture Notes in Computer Science  
reduction, and multi-core symbolic checking for the modal µ-calculus, based on the multi-core decision diagram package Sylvan.  ...  From symbolic and distributed reachability analysis and minimisation, LTSmin's functionality has developed into a model checker with multi-core algorithms for on-the-fly LTL checking with partial-order  ...  The tool solves symbolic parity games, generated by the symbolic tool, and returns whether the game has a winning strategy for player 0.  ... 
doi:10.1007/978-3-662-46681-0_61 fatcat:zrnithyfxrh4dpyou2mw22axva

Symbolic computational techniques for solving games

Rajeev Alur, P. Madhusudan, Wonhong Nam
2005 International Journal on Software Tools for Technology Transfer (STTT)  
We compare the various approaches by evaluating them on two examples for reachability games, and on an interface synthesis example for a fragment of TinyOS [15] for safety games.  ...  For reachability games, the first technique employs symbolic fixed-point computation using ordered binary decision diagrams (BDDs) [9] .  ...  Section 2 lays out the precise definition of symbolic two-player reachability games.  ... 
doi:10.1007/s10009-004-0179-0 fatcat:dfovppghm5e5vdahquqdz6ml2i

Symbolic Computational Techniques for Solving Games

P. Madhusudan, Wonhong Nam, Rajeev Alur
2003 Electronical Notes in Theoretical Computer Science  
We compare the various approaches by evaluating them on two examples for reachability games, and on an interface synthesis example for a fragment of TinyOS [15] for safety games.  ...  For reachability games, the first technique employs symbolic fixed-point computation using ordered binary decision diagrams (BDDs) [9] .  ...  Section 2 lays out the precise definition of symbolic two-player reachability games.  ... 
doi:10.1016/s1571-0661(05)82544-7 fatcat:z5bww4gxrnatxgyjylynggw3ze

Decomposition Patterns in Problem Solving

Massimo Egidi
2003 Social Science Research Network  
Discovering a strategy for solving a game is a complex problem that may be solved by decomposition; a player decomposing a problem into many simple subproblems may easily identify the optimal solution  ...  Categories are the result of a process of abstraction and classification based on the salience of symbolic features of the configurations of the game.  ...  2 Also here the crucial mechanism is the symbolic representation and abstraction and categorization based on the focalisation of the salient features of the game.  ... 
doi:10.2139/ssrn.463540 fatcat:3zrhwlrubvewzarikktwhd3b7m

Generating Missions and Spaces for Adaptable Play Experiences

J. Dormans, S. Bakkes
2011 IEEE Transactions on Computational Intelligence and AI in Games  
This paper investigates strategies to generate levels for action-adventure games.  ...  For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past.  ...  ACKNOWLEDGMENT The authors would like to thank the anonymous referees for their constructive comments that helped to improve the article considerably.  ... 
doi:10.1109/tciaig.2011.2149523 fatcat:piy7vcl3ebeovcohpl7nfb7ype

Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation

Daniel Karavolos, Anders Bouwer, Rafael Bidarra
2015 International Conference on Foundations of Digital Games  
We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game.  ...  However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised.  ...  This research has been carried out in the context of the RAAK research project 'Automated Game Design', which is financially supported by the Stichting Innovatie Associatie (SIA) in The Netherlands.  ... 
dblp:conf/fdg/KaravolosBB15 fatcat:rpkw3uizxvabrb7re6rsz4hhhi

MA-Dreamer: Coordination and communication through shared imagination [article]

Kenzo Lobos-Tsunekawa, Akshay Srinivasan, Michael Spranger
2022 arXiv   pre-print
We compare the performance of MA-Dreamer with other methods on two soccer-based games.  ...  By effectively achieving coordination and communication under more relaxed and general conditions, out method opens the door to the study of more complex problems and population-based training.  ...  For example in card games, although the other players' hands are not known during play, for learning purposes, they can be accessed.  ... 
arXiv:2204.04687v1 fatcat:wafvghgelrhbjmo5nj4q2dpbsm

Procedural content generation for games

Mark Hendrikx, Sebastiaan Meijer, Joeri Van Der Velden, Alexandru Iosup
2013 ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)  
Hundreds of millions of people play computer games every day. For them, game content-from 3D objects to abstract puzzlesplays a major entertainment role.  ...  Third, we map PCG-G methods to game content layers; it turns out that many of the methods used to generate game content from one layer can be used to generate content from another.  ...  Acknowledgments We thank our reviewers for their useful comments. Thanks to them, we have discovered a new home!  ... 
doi:10.1145/2422956.2422957 fatcat:mk5mbgu45feglehhzrynazbsxi

Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments

Sebastian Misztal, Jonas Schild
2022 CHI Conference on Human Factors in Computing Systems  
We analyzed VDs in video games to generalize VDs in terms of their visual properties.  ...  Visual efects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users  ...  For instance, in a video game that has a comic look and which uses a lot of symbols, an applied VD in category "Abstraction" can be grouped as NAT even if it is symbolic at frst glance.  ... 
doi:10.1145/3491102.3501885 fatcat:zmh6rkly2zhqfmbxtpccqgwedq

Domain Specific Named Entity Recognition Referring to the Real World by Deep Neural Networks

Suzushi Tomori, Takashi Ninomiya, Shinsuke Mori
2016 Proceedings of the 54th Annual Meeting of the Association for Computational Linguistics (Volume 2: Short Papers)  
The dataset consists of pairs of a game state and commentary sentences about it annotated with gamespecific NE tags.  ...  In this paper, we propose a method for referring to the real world to improve named entity recognition (NER) specialized for a domain.  ...  Hirotaka Kameko for their valuable comments.  ... 
doi:10.18653/v1/p16-2039 dblp:conf/acl/TomoriNM16 fatcat:3azvhq4ekzbj5cwqszbrbjjwpa

Gamifying Program Analysis [chapter]

Daniel Fava, Julien Signoles, Matthieu Lemerre, Martin Schäf, Ashish Tiwari
2015 Lecture Notes in Computer Science  
We present an algorithm for program verification that combines abstract interpretation, symbolic execution and crowdsourcing.  ...  By complementing machine learning with well-designed games, we enable program analysis to incorporate human insights that help improve their scalability and usability.  ...  These games enable the non-expert crowd to solve the problem of finding likely invariants.  ... 
doi:10.1007/978-3-662-48899-7_41 fatcat:vmnzu7l3vnb67ny3rehh6n7ij4

Audiovisual Media Convergence and the Metareferential Strategies in "Layers of Fear 2"

Agata Waszkiewicz
2020 Panoptikum  
The final part of the article contains a discussion of the metarefer­ential strategies fond in Layers of Fear 2 video game (2019, Bloober Team).  ...  There seems to be a certain agreement among game scholars that video games can be considered as inherently metareferential.  ...  Like its predecessors, which also include Layers of Fear: Inheritance (2016), it is a psychological first-person horror game relying on environmental exploration and puzzle-solving.  ... 
doi:10.26881/pan.2020.24.04 fatcat:yya2oq2s5bdpnnndcgfzyrg3pu

Out of the Cube: Augmented Rubik's Cube

Oriel Bergig, Eyal Soreq, Nate Hagbi, Kirill Pevzner, Nati Levi, Shoham Blau, Yulia Smelansky, Jihad El-Sana
2011 International Journal of Computer Games Technology  
Ultimately, we describe two games and discuss the conclusions of an informal user study based on those games.  ...  We discuss the game design decisions involved in developing a game for this platform, as well as the technological challenges in implementing it.  ...  The authors would like to thank the reviewers for their suggestions, which helped improving the paper. The authors would like to thank players who provided us with valuable feedback.  ... 
doi:10.1155/2011/570210 fatcat:o4koeo64xzbpxn37ywt7jfxmwe

Page 231 of Psychological Abstracts Vol. 66, Issue 1 [page]

1981 Psychological Abstracts  
Two experiments evaluated the effectiveness of relief shading and layer tints as supplements to contour lines for solving 8 types of military map-use problems (e.g., difficulty in perceiv- ing 3-dimensional  ...  Results indicate that the addition of layer tints increased the speed of solving most problems with no loss in accuracy.  ... 
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