Filters








195,182 Hits in 3.4 sec

Procedural Content Generation [chapter]

Gillian Smith
2016 Level Design  
The precursors to what we now call PCG are to be found in games where it is a human who is asked to follow a procedure to generate game content, and the earliest digital uses are crude reproductions of  ...  This paper explores the role that PCG has played in analog games and how it has influenced PCG in digital games.  ...  It also allows us to gain a deeper understanding of the nature of PCG, better describe the motivations for using PCG in games, and see how the role and function of PCG in games has, or has not, changed  ... 
doi:10.1201/9781315313412-9 fatcat:75bnumhoe5aofjdnljiyk7ju4i

Learning to program with Game Maker

Claire Johnson
2017 International Journal of Computer Science Education in Schools  
The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as 'building material' to create digital artefacts (Papert, 1980; Harel and Papert,  ...  in creating a complex artefact that had personal and cultural significance for them.  ...  and understood when creating a computer game using Game Maker.  ... 
doi:10.21585/ijcses.v1i2.5 fatcat:yohki4fakzejppzinaasqmpeay

OutRandom

Tiago Borges Coelho, Maarten Wesselius, Christina Papakonstantinou
2010 Proceedings of the 3rd International Conference on Fun and Games - Fun and Games '10  
This paper describes the concept, design and results of a computer game that addresses human's ability to produce random binary sequences.  ...  The game was realized in the form of an interactive installation and featured at several events.  ...  This furthered the need for a simple, understandable interface. Game Structure In OutRandom, each player creates its own creatures with his or her input.  ... 
doi:10.1145/1823818.1823837 dblp:conf/fungames/CoelhoWP10 fatcat:mbfty5buobfyncwudqp5yy54ky

Aspects of Opening Play

Apimuk Muangkasem, Hiroyuki Lida, Kristian Spoerer
2013 Asia-Pacific Journal of Information Technology and Multimedia  
In this paper, we study opening play in games. We show experiments using minimax and a semi-random player.  ...  In the experiment, we let each semi-random player use an opening-book, created by different player. Results show evidence for the following statements. The game length increases.  ...  , "How does an opening book affect game outcome?". In this study we try to understand the more general influences of an opening book. We use semi-random play (Kajihara 2000) and tic-tac-toe.  ... 
doi:10.17576/apjitm-2013-0201-05 fatcat:3u3esbipknflvhqjjuup5tkvjm

Fisher-Yates and fuzzy Sugeno in game for children with special needs

Diena Rauda Ramdania, Mohamad Irfan, Salma Nuralisa Habsah, Cepy Slamet, Wisnu Uriawan, Khaerul Manaf
2020 TELKOMNIKA (Telecommunication Computing Electronics and Control)  
Educational games can be used as an interesting learning media. In this study, an English educational game was created that had the concepts of a quiz, rearrange, and matching.  ...  Besides, the use of games shows there is an increase in student understanding as evidenced by the acquisition of grades.  ...  ACKNOWLEDGEMENTS Authors wishing to acknowledge Research and Publication Centre of UIN Sunan Gunung Djati Bandung that supports and funds this research publication.  ... 
doi:10.12928/telkomnika.v18i2.14906 fatcat:coiy5o4bmfdpjhex4jkzupjrty

General Video Game Level Generation

Ahmed Khalifa, Diego Perez-Liebana, Simon M. Lucas, Julian Togelius
2016 Proceedings of the 2016 on Genetic and Evolutionary Computation Conference - GECCO '16  
While existing level generators are tailored to a particular game, this new challenge requires generators to take into account the constraints and affordances of games that might not even have been designed  ...  The framework presented here builds on the General Video Game AI framework (GVG-AI) and the Video Game Description Language (VGDL), in order to reap synergies from research activities connected to the  ...  Acknowledgement Thanks to Tiago Machado for help with running experiments and user study.  ... 
doi:10.1145/2908812.2908920 dblp:conf/gecco/KhalifaLLT16 fatcat:6rqx4c6mqva2vksdesqtiixzay

Generating Empirical Core Size Distributions of Hedonic Games using a Monte Carlo Method [article]

Andrew J. Collins, Sheida Etemadidavan, Wael Khallouli
2020 arXiv   pre-print
Using this generative approach, we were able to create and solve, i.e., find any core partitions, of millions of hedonic games. Our Monte Carlo experiment generated games with up to thirteen players.  ...  This paper discusses an approach to apply Monte Carlo methods to hedonic games.  ...  By generating this vast number of games, and their stable solutions, allows us to create empirical distributions of the outcomes.  ... 
arXiv:2007.12127v1 fatcat:inobdzhn6vb6lp6mhjiho6qv2a

Language Understanding for Text-based Games Using Deep Reinforcement Learning [article]

Karthik Narasimhan, Tejas Kulkarni, Regina Barzilay
2015 arXiv   pre-print
We employ a deep reinforcement learning framework to jointly learn state representations and action policies using game rewards as feedback.  ...  This framework enables us to map text descriptions into vector representations that capture the semantics of the game states.  ...  Acknowledgements We are grateful to the developers of Evennia, the game framework upon which this work is based.  ... 
arXiv:1506.08941v2 fatcat:q4rbngfyuna2xn2xjwtq57yl2a

Beyond Techcards: A First Step Toward the Investigation of New Dimensions of Intermediate Representations to Support the Creative Process of Emerging Technologies

Ioana Ocnarescu, Florentin Rodio, Alexis Eve, Jean-Baptiste Labrune, Carole Bouchard, Améziane Aoussat
2020 Zenodo  
The second examines the opportunity to turn a typical creativity session into a gaming experience with the TechCards. Creativity production and intrinsic motivation were measured.  ...  Results showed that our intermediate objects improve fluency and adaptation of ideation related to our industrial context; plus, the game condition combined with TechCards enhances intrinsic motivation  ...  These cards were created and used in the first phase of our design process in order to understand the technological blocks that were a key to the project.  ... 
doi:10.5281/zenodo.4056633 fatcat:eozyogqup5fd3jpomlpdvui7tu

The Effects of Using Kahoot! on Understanding the Concept of Mathematical Symbols in Higher Education

Molli Wahyuni, Mohammad Fauziddin, Lussy Midani Rizki
2021 Al-Ishlah: Jurnal Pendidikan  
The data was collected by taking a mathematical understanding test before and after using the Kahoot game media. Analysis of the data used was the paired t-test.  ...  This study aimed to examine the effect of Kahoot! game media on students' understanding of concepts, especially on mathematical symbols.  ...  The sampling technique used was random sampling.  ... 
doi:10.35445/alishlah.v13i3.971 fatcat:wwmvsztptfbcvdsewx7lw5kwjy

FAIRNESS IN GAMES: A STUDY ON CHILDREN'S AND ADULTS' UNDERSTANDING OF PROBABILITY

RITA BATISTA, RUTE BORBA, ANA HENRIQUES
2022 Statistics Education Research Journal  
This study aims to analyse the reasoning that children and adults with the same school level use to assess and justify the fairness of games, considering aspects of probability such as randomness, sample  ...  to instrumentalize it to assess the fairness of a game consistently.  ...  To explore each of the three elements of probability understanding that support our study (randomness, sample space, comparison of probabilities), two types of games were created: a fair and an unfair  ... 
doi:10.52041/serj.v21i1.79 fatcat:q76qibwfjjabvg5crgm7f6mely

Language Understanding for Text-based Games using Deep Reinforcement Learning

Karthik Narasimhan, Tejas Kulkarni, Regina Barzilay
2015 Proceedings of the 2015 Conference on Empirical Methods in Natural Language Processing  
We employ a deep reinforcement learning framework to jointly learn state representations and action policies using game rewards as feedback.  ...  This framework enables us to map text descriptions into vector representations that capture the semantics of the game states.  ...  Acknowledgements We are grateful to the developers of Evennia, the game framework upon which this work is based.  ... 
doi:10.18653/v1/d15-1001 dblp:conf/emnlp/NarasimhanKB15 fatcat:cfgts2scqreghmupfadutcrsg4

sj-pdf-1-sro-10.1177_13607804211019760 – Supplemental material for Beyond a Dichotomous Understanding of Online Anonymity: Bridging the Macro and Micro Level

Lina Eklund, Emma von Essen, Fatima Jonsson, Magnus Johansson
2021 Figshare  
Supplemental material, sj-pdf-1-sro-10.1177_13607804211019760 for Beyond a Dichotomous Understanding of Online Anonymity: Bridging the Macro and Micro Level by Lina Eklund, Emma von Essen, Fatima Jonsson  ...  and Magnus Johansson in Sociological Research Online  ...  The dungeons and groupings were picked using the in-game random dungeon tool, where players are automatically sorted into collaborative groups.  ... 
doi:10.25384/sage.14888723.v1 fatcat:l5krkitwxzf75fzie2vvtaolfq

Randomness: Developing an understanding of mathematical order

Steve Humble
2010 The Mathematics Enthusiast  
This practical aspect of mathematical development is often overlooked in education and often leads to a richer understanding of the subject. (4) A variation on Penney's Game is The Humble Randomness Game  ...  The author has found that by using these activities on randomness, his students have developed a greater understanding of mathematical pattern and sequence.  ... 
doi:10.54870/1551-3440.1179 fatcat:lqho6s436jdvzodemns5yu7rqi

Gamification of Learning Scratch in Elementary School

Serhii D. Prykhodchenko, Oksana Yu. Prykhodchenko, Olha S. Shevtsova, Sergii Yu. Semenov, Alberto Simões, Ricardo Queirós, Filipe Portela, Mário Pinto
2020 International Computer Programming Education Conference  
The main idea of creating a software product was to create the correct programming sequences for solving simple programming problems in the Scratch programming environment.  ...  Then we discuss requirements for teaching and studying Scratch for primary school students, and then we describe the development of a game application for teaching Scratch programming constructions.  ...  Thus, to better understanding the language constructions, it is proposed to create a game in which the student will create a Scratch structure in a game with prompts from the teacher or from the game itself  ... 
doi:10.4230/oasics.icpec.2020.20 dblp:conf/icpec/PrykhodchenkoPS20 fatcat:57oajhz6rbgafjvigjvn3lv22e
« Previous Showing results 1 — 15 out of 195,182 results