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Learning to Reason in Round-based Games: Multi-task Sequence Generation for Purchasing Decision Making in First-person Shooters [article]

Yilei Zeng, Deren Lei, Beichen Li, Gangrong Jiang, Emilio Ferrara, Michael Zyda
2020 arXiv   pre-print
In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions.  ...  Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain  ...  Acknowledgements The authors would like to thank Yang Yang, Sijie Duan and Qi Luo for their help on dataset collection. YZ and EF are grateful to DARPA (grant no. D16AP00115).  ... 
arXiv:2008.05131v1 fatcat:sekojcl7pnevjefs4blb7356n4

Applied Machine Learning for Games: A Graduate School Course [article]

Yilei Zeng, Aayush Shah, Jameson Thai, Michael Zyda
2021 arXiv   pre-print
In this paper, we describe our machine learning course designed for graduate students interested in applying recent advances of deep learning and reinforcement learning towards gaming.  ...  Our students gained hands-on experience in applying state of the art machine learning techniques to solve real-life problems in gaming.  ...  Data Science and Player Modeling Another CSGO project proposes a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the round-based purchasing decisions' strategies.  ... 
arXiv:2012.01148v2 fatcat:f44ln32jnbfhrearv234ylteru

Deploying learning materials to game content for serious education game development: A case study

Harits Ar Rosyid, Matt Palmerlee, Ke Chen
2018 Entertainment Computing  
For a proof-of-concept, we apply the proposed approach in developing an SEG game, named Chem Dungeon, as a case study in order to demonstrate the effectiveness of our proposed approach.  ...  In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning materials and content space regarding games to be used to convey learning materials.  ...  Acknowledgement The authors would like to thank the action editor and anonymous reviewers for their valuable comments that improve the presentation of this manuscript.  ... 
doi:10.1016/j.entcom.2018.01.001 fatcat:wt25hqbbpff5vl62hpjghsjhjy

It's Your Game-Tech: Toward Sexual Health in the Digital Age

Ross Shegog, Melissa F. Peskin, Christine Markham, Melanie Thiel, Efrat Karny, Robert C. Addy, Kimberly A. Johnson, Susan Tortolero
2014 Creative Education  
Youth rated IYG-Tech is favorably compared to other learning channels (>76.2% agreement) and rated the lessons as helpful in making healthy choices, selecting personal rules, detecting challenges to those  ...  friends' beliefs, reasons for not having sex, condom use self-efficacy, abstinence intentions, negotiating with others to protect personal rules, and improved knowledge about what constitutes healthy relationships  ...  Acknowledgements This study was made possible through a grant from the City of Houston Department of Health and Human Services: HIV/STD Prevention Services-Category 5, School-Based Prevention Programs  ... 
doi:10.4236/ce.2014.515161 pmid:25705561 pmcid:PMC4334143 fatcat:fbwvebxa7veynhmgqgustf4bwu

From Viz-Sim to VR to Games: How We Built a Hit Game-Based Simulation [chapter]

Michael Zyda, Alex Mayberry, Jesse McCree, Margaret Davis
2005 Organizational Simulation  
In this paper, we discuss why people want their next-generation simulation to look like a game and where they got that idea.  ...  Program managers want games for their next training simulator or combat-modeling system. Corporations want their messaging put forward in game form.  ...  Major obstacles to success included the following issues: • Improper Team Balance and Organization At this juncture, the team was not well structured to develop a first-person shooter.  ... 
doi:10.1002/0471739448.ch19 fatcat:btyrs7bth5cvbhbcgmrtv4m5ky

Using prototypes in early pervasive game development

Elina M. I. Ollila, Riku Suomela, Jussi Holopainen
2008 Computers in Entertainment  
The main goals of this thesis are to understand in a more profound way how to design games and based on that understanding develop frameworks and methods for aiding game design.  ...  People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people.  ...  First-Person Shooters Although preceded by games such as Ultima Underworld and Wolfenstein 3D that had first-person views, Doom from Id Software established the first-person shooter (FPS) as a genre (  ... 
doi:10.1145/1371216.1371220 fatcat:s2dubne72nbe5dl7u3ozedp7ea

Personalized procedural map generation in games via evolutionary algorithms

William L. Raffe
2014 ACM SIGEVOlution  
And finally to the Cheeches for always making me laugh, no matter what. iii  ...  To my wife, Cynthia, for all of her love and care and for making every day an exciting adventure that we approach together.  ...  Indeed, this may even be the case for many other action-shooter and first person shooter (FPS) games.  ... 
doi:10.1145/2661735.2661739 fatcat:vtz7abf6qfeuxndh2lcgogxy2i

Languages of Games and Play

Riemer Van Rozen
2020 ACM Computing Surveys  
We explore what informs the design and construction of good games in order to learn how to speed-up game development.  ...  In particular, we study to what extent languages, notations, patterns and tools, can offer experts theoretical foundations, systematic techniques and practical solutions they need to raise their productivity  ...  Claims regarding the scope and applications typically refer to game genres, such as First Person Shooter (FPS), Role Playing Game (RPG) or 2d Platform Game.  ... 
doi:10.1145/3412843 fatcat:k25yj7aylbcg5k3ks4v5d5dueu

Magnet-Based Around Device Interaction for Playful Music Composition and Gaming

Abdallah El Ali, Hamed Ketabdar
2013 International Journal of Mobile Human Computer Interaction  
to support playful music composition and gaming on mobile devices.  ...  used to create natural, playful and creative mobile music interactions amongst both musically-trained and non-musically trained users and 2) distilled magnet-based ADI design considerations to optimize  ...  For gaming, this included first person shooters, sports games like tennis, and even an Angry Birds © adaptation.  ... 
doi:10.4018/ijmhci.2013100103 fatcat:rjwr5im56nagjiidfhepfcw5fq

The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)

Mikki H. Phan, Joseph R. Keebler, Barbara S. Chaparro
2016 Human Factors  
During the development of the first title in the popular First-Person Shooter (FPS) Halo series, usability testing was conducted to confirm that the players' experience of the game matches the designers  ...  This saturation problem creates a challenging task for the average gamer when trying to narrow down the games to play and purchase.  ...  I find the game to be helpful in preventing me from making irreversible errors (e.g., delete important items). 96 I thought the graphics were appropriate for this type of game.  ... 
doi:10.1177/0018720816669646 pmid:27647156 fatcat:v6x7hkaqhbe3hmvawdobgmbfau

The Development of a Systems Development Methodology for Location-Based Games

Jacques Barnard, Magda Huisman, Gunther R. Drevin
2018 Computers in Entertainment  
Rapid expansion and development in the modern mobile technology market has created an opportunity for the use of location-based technologies in games.  ...  Because of this fast expanding market and new technology, it is important to be aware of the implications this expansive technology could have for computer security.  ...  In other words, what makes a person choose a mobile game or application is the value that the game or application has for the person.  ... 
doi:10.1145/3236492 fatcat:cvynjazdsvhubo4k7rg56b7fom

THE ROLE OF VISUAL GRAMMAR AND PLAYER PERCEPTION IN AN ONLINE GAME [article]

Banphot Nobaew
2015 The PhD Series of the Faculty of the Humanities  
enhance learning in secondary and high school.  ...  I did a number of researches by applying multimedia technologies to other disciplines such as landslide simulation to predict the risk area and setting warning system, and integrating a digital tool to  ...  Initially, players learn by trial and error which later develops into a decision-making process based on clues and more careful play; learning to use quest items is an example of this process.  ... 
doi:10.5278/vbn.phd.hum.00015 fatcat:tda5t7yehjbo5dqwn65kguow2q

MODELLING STRATEGIC BEHAVIOUR IN ANTICIPATION OF CONGESTION

Qi Han, Benedict Dellaert, Fred Van Raaij, Harry Timmermans
2007 Transportmetrica  
, a approach is developed to explore and describe strategic choice behaviour in anticipation of congestion, based on interaction and interdependencies between individuals and between individuals and service  ...  My research interest in this area emerged during my master study. When I first saw the research proposal of this Ph.D. project a few years ago, I knew that I found something that would suit me.  ...  interdependence concerns decisions within multi-person households related to task allocation, allocation of resources and the decision to become involved in joint activities.  ... 
doi:10.1080/18128600708685669 fatcat:dmup5j5yzncxnmyxkkrcuhwodi

The design-by-adaptation approach to universal access: learning from videogame technology

Ifan D. H. Shepherd, Iestyn D. Bleasdale-Shepherd
2010 Universal Access in the Information Society  
The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation.  ...  the host domain in terms of modelled systems, tasks and users.  ...  , held at the Chinese University of Hong Kong, January 2008, and also to three anonymous referees for their incisive and helpful comments on the journal version of the paper.  ... 
doi:10.1007/s10209-010-0204-x fatcat:vvu6z6jqkjajncujm5rd3tanem

Massively Multiplayer Online Gamers' Language: Argument for an M-Gamer Corpus

Papia Bawa
2018 The Qualitative Report  
The past few decades have seen a steady, and sometimes rapid rise in the production and consumption of Massively Multiple Online Games (MMOGs), spanning a global arena.  ...  It is also equally logical for a curious mind to speculate the effects of the communication and language characteristics of such gamers on themselves, and the greater communities they may inhabit, investigate  ...  Round-based games: In round-based games when you die you have to wait for everybody to die (or the round to end some other way) before you can continue playing. 148.  ... 
doi:10.46743/2160-3715/2018.3119 fatcat:3mcxrk52nnhgjfrunnfxvzxmxq
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