Game Playing Research Papers - Academia.edu (original) (raw)
This paper presents Gambit, a custom, mid-cost 6-DoF robot manipulator system that can play physical board games against human opponents in non-idealized environments. Historically, unconstrained robotic manipulation in board games has... more
This paper presents Gambit, a custom, mid-cost 6-DoF robot manipulator system that can play physical board games against human opponents in non-idealized environments. Historically, unconstrained robotic manipulation in board games has often proven to be more challenging than the underlying game reasoning, making it an ideal testbed for small-scale manipulation. The Gambit system includes a low-cost Kinectstyle visual sensor, a custom manipulator, and state-of-the-art learning algorithms for automatic detection and recognition of the board and objects on it. As a use-case, we describe playing chess quickly and accurately with arbitrary, uninstrumented boards and pieces, demonstrating that Gambit's engineering and design represent a new state-of-the-art in fast, robust tabletop manipulation.
This paper discusses the findings of research exploring the conduct of portfolio-based performance appraisal within medicine. Portfolios are now used throughout medical school and junior doctor training, in later specialist training, as... more
This paper discusses the findings of research exploring the conduct of portfolio-based performance appraisal within medicine. Portfolios are now used throughout medical school and junior doctor training, in later specialist training, as well as to support the implementation of annual NHS appraisal of doctors as part of their employment contract. They will also play a role in the new medical governance quality assurance process known as revalidation, when it is implemented in 2010. The paper discusses how the growth of portfolio-based performance appraisal within medicine is bound up with the growth of managerial systems of surveillance and control within western health care systems. Theoretically, it draws upon a Governmentality perspective to analyse doctor's accounts of the appraisal process. This views appraisal as an information panopticon that to better enable social control seeks to construct appraisees as calculable and administrable subjects. However, the paper highlight...
The purpose of this study is to examine high school students' preferences, playing habits, expectations, and thoughts concerning computer games. One-thousand two hundred and twenty-four (1224) vocational high school students, studying at... more
The purpose of this study is to examine high school students' preferences, playing habits, expectations, and thoughts concerning computer games. One-thousand two hundred and twenty-four (1224) vocational high school students, studying at eight different schools in six cities within four different regions in Turkey, participated in the study. The results reveal that female students expect games to have instructive elements, while males desire elements that are entertaining, competitive, and multi-player. Females complained about negative aspects of computer games, such as causation of laziness and motivation for aggressive behavior, more than males. The students suggested that computer games might be used in education for Mathematics or History courses, and that they can be used to improve mental skills. Females also stated a preference to play in ''convenient" places, such as their homes or schools, rather than in Internet cafés or other outside places, which were more strongly favored by males.
- by yavuz İnal and +1
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- Information Systems, Psychology, Cognitive Science, Aggressive Behavior
This copy is for your personal, non-commercial use only.
- by Jonathan Schaeffer and +1
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- Science, Multidisciplinary, Artificial Intelligent, Game Playing
The ability to play chess is generally assumed to depend on two types of processes: slow processes such as search, and fast processes such as pattern recognition. It has been argued that an increase in time pressure during a game... more
The ability to play chess is generally assumed to depend on two types of processes: slow processes such as search, and fast processes such as pattern recognition. It has been argued that an increase in time pressure during a game selectively hinders the ability to engage in slow processes. Here we study the eVect of time pressure on expert chess performance in order to test the hypothesis that compared to weak players, strong players depend relatively heavily on fast processes. In the Wrst study we examine the performance of players of various strengths at an online chess server, for games played under diVerent time controls. In a second study we examine the eVect of time controls on performance in world championship matches. Both studies consistently show that skill diVerences between players become less predictive of the game outcome as the time controls are tightened. This result indicates that slow processes are at least as important for strong players as they are for weak players. Our Wndings pose a challenge for current theorizing in the Weld of expertise and chess.
From 1955 to 1965, the most well-known checker-playing program was Samuel's (1967, 1959). This work remains a mile-stone in AI research. Samuel's program report-edly beat a master and solved the game of checkers. Both... more
From 1955 to 1965, the most well-known checker-playing program was Samuel's (1967, 1959). This work remains a mile-stone in AI research. Samuel's program report-edly beat a master and solved the game of checkers. Both journalistic claims were false, but they ...
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and... more
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761 respondents, response rate 69%) in winter 2003. Among respondents, 4085 adolescents played digital games and answered questions on digital game motives. Two main motives emerged: instrumental (learn new things and procedures, have a common topic for conversation, use and develop game playing skills, experience different roles/worlds) and ritualized (pastime, entertainment; recover, relax; escape everyday life, forget worries). The importance of all motives increased for participants with longer playing times. Instrumental motives were more important to boys and younger respondents. They were associated with earlier bedtime, worse perceived health, better mother communication, and better school grades, but only among boys. The importance of ritualized motives increased with age and was related to better school performance, worse sleeping habits, and worse perceived health in both sexes. Digital games seem to have the same basic functions as media in serving adolescents' mood management and stimulation seeking. Among boys, gaming is part of the male socio-cultural communication context.
An attendance equation is estimated using data on individual games played in the Spanish First Division Football League. The specification includes as explanatory factors: economic variables, quality, uncertainty and opportunity costs. We... more
An attendance equation is estimated using data on individual games played in the Spanish First Division Football League. The specification includes as explanatory factors: economic variables, quality, uncertainty and opportunity costs. We concentrate the analysis on some specification issues such as controlling the effect of unobservables given the panel data structure of the data set, the type of functional form and the potential endogeneity of prices. We obtain the expected effects on attendance for all the variables. The estimated price elasticities are smaller than one in absolute value as usually occurs in this literature but are sensitive to the specification issues.
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more... more
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.
This study compared the learning of ionic nomenclature by three different methods; one used the traditional method where students worked problems at the end of a chapter, while the other two methods used similar game formats (Rainbow... more
This study compared the learning of ionic nomenclature by three different methods; one used the traditional method where students worked problems at the end of a chapter, while the other two methods used similar game formats (Rainbow Wheel and Rainbow Matrix) to learn chemical nomenclature. The statistical analysis of student performance revealed that the game format methods were more effective
AI has had notable success in building high-performance game-playing programs to complete against the best human players. However, the availability of fast and plentiful machines with large memories and disks creates the possibility of... more
AI has had notable success in building high-performance game-playing programs to complete against the best human players. However, the availability of fast and plentiful machines with large memories and disks creates the possibility of solving a game. This has been done before for simple or relatively small games. In this paper, we present new ideas and algorithms for solving the game of checkers. Checkers is a popular game of skill with a search space of 10 20 possible positions. This paper reports on our first result. One of the ...
- by Jonathan Schaeffer and +1
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- High performance, Search Space, Game Playing
Traditional neuroimaging studies have mainly focused on brain activity derived from a simple stimulus and task. Therefore, little is known about brain activity during daily operations. In this study, we investigated hemodynamic changes in... more
Traditional neuroimaging studies have mainly focused on brain activity derived from a simple stimulus and task. Therefore, little is known about brain activity during daily operations. In this study, we investigated hemodynamic changes in the dorsal prefrontal cortex (DPFC) during video games as one of daily amusements, using near infrared spectroscopy technique. It was previously reported that oxygenated hemoglobin (oxyHb) in adults' DPFC decreased during prolonged game playing time. In the present study, we examined whether similar changes were observed in children.
more entertaining a game is, the less effective it is as a learning tool; the converse is also true. In fact, the quintessential combination of entertainment and learning seems almost impossible to achieve. This ideal scenario comes from... more
more entertaining a game is, the less effective it is as a learning tool; the converse is also true. In fact, the quintessential combination of entertainment and learning seems almost impossible to achieve. This ideal scenario comes from a natural mixture of both learning and game content. However, it is not easy to determine the intrinsic balance where both learning and gaming happen simultaneously. This has continued to be a contentious issue in the development of educational computer games.
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more... more
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.
... Page 9. Fezile Özdamli, Huseyin Bicen, Mukaddes Sakalli Demirok. ... Games, Computers and People.Helsinki, SuomenTekoälyseuranjulkaisuja No 15.Retrieved April 19, 2011 from.http://www.tuug.fi/~jaakko/tutkimus/jaakko_pelit99.html... more
... Page 9. Fezile Özdamli, Huseyin Bicen, Mukaddes Sakalli Demirok. ... Games, Computers and People.Helsinki, SuomenTekoälyseuranjulkaisuja No 15.Retrieved April 19, 2011 from.http://www.tuug.fi/~jaakko/tutkimus/jaakko_pelit99.html Tezer, M. &Bicen, H. (2008). ...
Little work has examined the manner in which the Dark Triad may function in relationship contexts. In this online, international study (N = 302), we correlated the Dark Triad with love styles. Individuals who scored high on the Dark Triad... more
Little work has examined the manner in which the Dark Triad may function in relationship contexts. In this online, international study (N = 302), we correlated the Dark Triad with love styles. Individuals who scored high on the Dark Triad appear to have a ludus – game playing – and a pragma – cerebral – love style. Game playing may allow these individuals to keep others at an emotional distance to maintain their short-term mating style. The Dark Triad composite partially mediated the gender difference in the adop- tion in the ludus love style, suggesting that the psychological systems that underlie this love style may relate to the adoption of an agentic social style. Similarly, loving with one’s head and not one’s heart may be an expression of the limited empathy/emotional systems characteristic of these individuals.
Five studies investigated the links among narcissism, self-esteem, and love. Across all studies, narcissism was associated primarily with a game-playing love style. This link was found in reports of general love styles (Study 1a) and of... more
Five studies investigated the links among narcissism, self-esteem, and love. Across all studies, narcissism was associated primarily with a game-playing love style. This link was found in reports of general love styles (Study 1a) and of love in ongoing romantic relationships (Studies 1b-3, 5). Narcissists' gameplaying love style was the result of a need for power and autonomy (Study 2) and was linked with greater relationship alternatives and lesser commitment (Study 3). Finally, narcissists' self-reports of game playing were confirmed by their partners in past and current relationships (Studies 4, 5). In contrast, self-esteem was negatively linked to manic love and positively linked to passionate love across studies. Implications for the understanding of narcissism in relationships are discussed.
This paper reports on findings from a three-year, Canadian federally funded research project entitled "Education, Gender and Gaming". Our study of gender and digital game-playing was driven by two significant factors: first, that far more... more
This paper reports on findings from a three-year, Canadian federally funded research project entitled "Education, Gender and Gaming". Our study of gender and digital game-playing was driven by two significant factors: first, that far more boys than girls play video games, and boys' early and sustained experience with gaming places them at an advantage with respect to computer competence and confidence. Second, not only are computer-based media increasingly central tools for learning and work, but in fact games are increasingly being recruited in educational contexts. This eager uptake for educational deployment of game-based learning threatens to compound and intensify girls' disadvantage. It is therefore even more urgent that educationally-based research reinvestigates stereotypical presumptions about gender as they relate to computer-based game playing for children in order to make it possible for girls to participate more fully and equally in technology-related fields. In this way, the new push to design educational games might better be informed by as full an understanding as possible of girls' perspectives on and participation in gaming, and about the kinds of games, characters, and overall approaches to "play" that might better engage and involve girls, who are already very much participating in gaming culture.
From 1955 to 1965, the most well-known checker-playing program was Samuel's (1967, 1959). This work remains a mile-stone in AI research. Samuel's program report-edly beat a master and solved the game of checkers. Both... more
From 1955 to 1965, the most well-known checker-playing program was Samuel's (1967, 1959). This work remains a mile-stone in AI research. Samuel's program report-edly beat a master and solved the game of checkers. Both journalistic claims were false, but they ...
This copy is for your personal, non-commercial use only.
We examined whether a theoretically based number board game could be translated into a practical classroom activity that improves Head Start children's numerical knowledge. Playing the number board game as a small group learning activity... more
We examined whether a theoretically based number board game could be translated into a practical classroom activity that improves Head Start children's numerical knowledge. Playing the number board game as a small group learning activity promoted low-income children's number line estimation, magnitude comparison, numeral identification, and counting. Improvements were also found when a paraprofessional from the children's classroom played the game with the children. Observations of the game-playing sessions revealed that paraprofessionals adapted the feedback they provided to individual children's improving numerical knowledge over the game-playing sessions and that children remained engaged in the board game play after multiple sessions. These findings suggest that the linear number board game can be used effectively in the classroom context.
- by Aline Hitti and +1
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- Psychology, Cognitive Science, Mathematics, Mathematics Education
Research in Artificial Intelligence has always had a very strong relationship with games and game-playing, and especially with chess. Workers in AI have always denied that this interest was more than purely accidental. Parlor games, they... more
Research in Artificial Intelligence has always had a very strong relationship with games and game-playing, and especially with chess. Workers in AI have always denied that this interest was more than purely accidental. Parlor games, they claimed, became a favorite topic of interest because they provided the ideal test case for any simulation of intelligence. Chess is the Drosophila of AI, it was said, with reference to the fruit-fly whose fast reproductive cycle made it into a favorite test bed for genetic theories for almost a century. In this paper I will try to show Artificial Intelligence's relationship to games is quite different from what this analogy suggests. In fact, I will argue that AI is, at core, a theory of games and a theory of subjectivity as game-playing.
A somatosensory interactive system based on computer vision and augmented reality (AR) techniques using the Kinect device is proposed, on which a game of harvesting three kinds of fruit can be played for food and agricultural... more
A somatosensory interactive system based on computer vision and augmented reality (AR) techniques using the Kinect device is proposed, on which a game of harvesting three kinds of fruit can be played for food and agricultural education. The Kinect is used to capture users’ motion images, the Unity3D is used as the game engine, and the Kinect SDK is used for developing programs, to implement the tasks of face detection and tracking, hand-gesture recognition, and body-model matching and tracking involved in fruit-harvesting activities. AR-based photos of the harvest result can be taken and downloaded as souvenirs. The system was exhibited and observations of the users’ performances as well as interviews with experts and the users were conducted. The collected opinions were used to evaluate the effectiveness of the system, reaching the following conclusions: 1) the interactive experience of using this system is simple and intuitive; 2) the use of body movements for man-machine interaction is given positive reviews; 3) the introduction of somatosensory interactive education can arouse participants’ interest, achieving the effect of edutainment; and 4) the experience of taking commemorative photos can achieve the publicity and promotion effect of food and agricultural education through sharing on social media.
We propose an approach to the learning of long-term plans for playing chess endgames. We assume that a computer-generated database for an endgame is available, such as the king and rook vs. king, or king and queen vs. king and rook... more
We propose an approach to the learning of long-term plans for playing chess endgames. We assume that a computer-generated database for an endgame is available, such as the king and rook vs. king, or king and queen vs. king and rook endgame. For each position in the endgame, the database gives the "value" of the position in terms of the minimum number of moves needed by the stronger side to win given that both sides play optimally. We propose a method for automatically dividing the endgame into stages characterised by different objectives of play. For each stage of such a game plan, a stagespecific evaluation function is induced, to be used by minimax search when playing the endgame. We aim at learning playing strategies that give good insight into the principles of playing specific endgames. Games played by these strategies should resemble human expert's play in achieving goals and subgoals reliably, but not necessarily as quickly as possible.
Micro-political conflicts associated with corporate internationalization have been neglected by and large in the literature so far. Despite early consideration by the behavioral theory of internationalization, the specific strength of a... more
Micro-political conflicts associated with corporate internationalization have been neglected by and large in the literature so far. Despite early consideration by the behavioral theory of internationalization, the specific strength of a micro-political approach, i.e. combining actors' idiosyncratic action with structural and institutional constraints, remained more or less unused in studies on corporate internationalization. Screening the relevant literature, discussing the strengths of micro-political approaches and proposing mandate changes in multinational corporations as an particularly interesting empirical field, the paper also outlines for some directions for further research into the micro-politics of multinational corporations.
- by C. Dörrenbächer and +1
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- Game Playing, MULTINATIONAL CORPORATION
Our web-based interactive game-playing-oriented college selection system acts as an smart advisor/mentor and helps students, parents, and teachers use an effective graphical user interface to efficiently search college information and to... more
Our web-based interactive game-playing-oriented college selection system acts as an smart advisor/mentor and helps students, parents, and teachers use an effective graphical user interface to efficiently search college information and to make good decisions at each stage of students' academic development. It is an expert agent with hierarchical fuzzy knowledge base using fuzzy logic. Users are expected to be able to use this agent as a trusted, involved and smart counselor, who remembers their profile and their past history and advises them through their high school years. It gives them increasingly better and specific nuggets of advice as they make progress through their schools, and guides them toward a selected set of colleges to apply that optimizes their potential. At the heart of this system is an assessment tree, which uses bottom-up fuzzy calculations to generate possibility of admission in various sets of colleges. The primary output is a short list of colleges to apply containing five kinds of colleges (highly-selective down to non-selective) with possibilities of acceptance in each college according to fuzzy rules provided. It is also a smart tool to play self-guided "what if" games to explore what specific action one should be taking to have maximum impact on the selection of colleges one can get in and on his/her chances of admission. It employs a natural interactive interview process for a user (i.e., a user can play a game with the agent to gradually find out rational solutions), and produces advisories at different stages.
- by Sushil Prasad and +1
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- Academic Development, Fuzzy Logic, User Interface, Proceedings
The MoGo program combines all-moves-as-first (AMAF)/rapid action value estimation (RAVE) values, online "upper confidence tree (UCT)-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of... more
The MoGo program combines all-moves-as-first (AMAF)/rapid action value estimation (RAVE) values, online "upper confidence tree (UCT)-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of MoGo are analyzed including: 1) the weakness in corners, 2) the scaling over time, 3) the behavior in handicap games, and 4) the main strength of MoGo in contact fights. The results reveal that MoGo can reach the level of 3 Dan (3D) with: 1) good skills for fights, 2) weaknesses in corners, in particular, for "semeai" situations, and 3) weaknesses in favorable situations such as handicap games. It is hoped that the advances in AI and computational power will enable considerable progress in the field of computer Go, with the aim of achieving the same levels as computer Chess or Chinese Chess in the future. Index Terms-Computational intelligence, computer Go, game, MoGo, Monte Carlo tree search (MCTS).
It is well-documented that employers refuse to hire workers who offer their services at less than the prevailing wage. The received explanation is that workers are motivated by reciprocitythey desire to reward kindness and punish... more
It is well-documented that employers refuse to hire workers who offer their services at less than the prevailing wage. The received explanation is that workers are motivated by reciprocitythey desire to reward kindness and punish hostility. To refuse an outsider's under-bid is viewed as a kind choice that is met with good effort; a low wage is viewed as an insult that is met with shirking. We have developed a general theory of reciprocity which in this paper is applied to a wage-setting game played by an employer and two workers. We show that when workers are motivated by reciprocity, equilibrium behaviour accords well with the aforementioned stylized facts.
Other people's incidental feelings can influence one's decision in a strategic manner. In a sequential game in which proposers moved first by dividing a given pot of cash (keeping 50% or 75% of the pot) and receivers responded by choosing... more
Other people's incidental feelings can influence one's decision in a strategic manner. In a sequential game in which proposers moved first by dividing a given pot of cash (keeping 50% or 75% of the pot) and receivers responded by choosing the size of the pot (from 0to0 to 0to1), proposers were more likely to make an unfair offer (i.e., to keep 75% of the pot) if they were told that receivers had watched a funny sitcom, rather than a movie clip portraying anger, in an unrelated study prior to the game playing. However, when proposers were told that receivers knew proposers had this affective information, the effect dissipated. In other words, a proposer expects a happy receiver to be more accommodating or cooperative than an angry receiver as long as the happy receiver does not realize that the proposer may be trying to benefit from the receiver's current incidental feelings. Cindy, a teenage girl, hopes her father's favorite football team will win the Sunday game. If it does, she will ask his permission to spend spring break in Florida. John double-checks that Mary's office door is closed and subtly whispers to her personal assistant, ''How is the boss's mood today?'' After a thumbs-up reply, John decides to go ahead and ask for a raise in salary.
While recently the strength of chess playing programs has grown immensely, their capability of explaining in human understandable terms why some moves are good or bad has enjoyed little attention. Progress towards programs' ability to... more
While recently the strength of chess playing programs has grown immensely, their capability of explaining in human understandable terms why some moves are good or bad has enjoyed little attention. Progress towards programs' ability to intelligently comment chess games, played either by the program or human, has been negligible in comparison with their playing strength. Typical style of program's "comments" in terms of the best variations and their numerical scores is of little use to a human who wants to learn important concepts behind these variations. In this paper, we present some core mechanisms for automated commenting in terms of relevant goals to be achieved or preserved in a given position. By combining these mechanisms with an actual chess engine we were able to transform this engine into a chess tutor/annotator that is capable of generating rather intelligent commentary. The main advantage of our work over related approaches is: (a) ability to tutor the whole game of chess, and (b) relatively solid understanding and commenting of positional aspects of positions.
Interactive film, delivered by computational processes, collapses the self; the singular, personal identity to which we have become accustomed is challenged by the adoption of many selves, transforming our primary experience of identity.... more
Interactive film, delivered by computational processes, collapses the self; the singular, personal identity to which we have become accustomed is challenged by the adoption of many selves, transforming our primary experience of identity. The new medium presents us with narrative multiplicity, so that we are no longer just "John Smith," our namesake. The combination of separate, unique, historically-evolved representational techniques, defined as counterfeit, production, and simulation, makes the creation of a multiplied self possible in a digitized environment. This paper will focus on Spielberg's film Catch Me if You Can, whose narrative describes the actions of its game-playing protagonist, Frank Abagnale Jr., who exemplifies the emerging digital man. He creates many personas in a predigital world by means of the three techniques of representation. His "art" is shown to be a precursor of interactive film, turning the world into a game of interchangeable multiple personalities. Manipulating and adopting screen media communication artefacts, Frank Abagnale Jr. creates an analogue of human-computer multimedia interaction. A comparison of similar innovations and their effects in earlier historical periods of media is also included.
Este estudo teve o objetivo de investigar como a família é apresentada por crianças que vivem em uma instituição sob a responsabilidade do Estado. Participaram da pesquisa dez crianças com idades entre cinco e oito anos, sendo três... more
Este estudo teve o objetivo de investigar como a família é apresentada por crianças que vivem em uma instituição sob a responsabilidade do Estado. Participaram da pesquisa dez crianças com idades entre cinco e oito anos, sendo três meninos e sete meninas. Por meio de observação, foram analisados vários episódios de brincadeira livre das crianças, que se referiam à brincadeira de casinha numa sala de brinquedos da Febem de São Paulo. A análise dos dados apontou que, mesmo não estando com suas famílias, as crianças apresentaram uma família nos moldes do modelo nuclear.
One of the most influential gaming trends today, Massively Multi Online Role Playing Games (MMORPG), poses new questions about the interaction between the players in the game. Previous work has introduced concepts such as community,... more
One of the most influential gaming trends today, Massively Multi Online Role Playing Games (MMORPG), poses new questions about the interaction between the players in the game. Previous work has introduced concepts such as community, commons, and social ...
- by Magnus Johansson and +1
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- Information Systems, Game studies, DiGRA, Game Playing
In the past decade, several arm rehabilitation robots have been developed to assist neurological patients during therapy. Early devices were limited in their number of degrees of freedom and range of motion, whereas newer robots such as... more
In the past decade, several arm rehabilitation robots have been developed to assist neurological patients during therapy. Early devices were limited in their number of degrees of freedom and range of motion, whereas newer robots such as the ARMin robot can support the entire arm. Often, these devices are combined with virtual environments to integrate motivating game-like scenarios. Several studies have shown a positive effect of game-playing on therapy outcome by increasing motivation. In addition, we assume that practicing highly functional movements can further enhance therapy outcome by facilitating the transfer of motor abilities acquired in therapy to daily life. Therefore, we present a rehabilitation system that enables the training of activities of daily living (ADL) with the support of an assistive robot. Important ADL tasks have been identified and implemented in a virtual environment. A patient-cooperative control strategy with adaptable freedom in timing and space was developed to assist the patient during the task. The technical feasibility and usability of the system was evaluated with seven healthy subjects and three chronic stroke patients.
This paper presents a cognitive vision system capable of autonomously learning protocols from perceptual observations of dynamic scenes. The work is motivated by the aim of creating a synthetic agent that can observe a scene containing... more
This paper presents a cognitive vision system capable of autonomously learning protocols from perceptual observations of dynamic scenes. The work is motivated by the aim of creating a synthetic agent that can observe a scene containing interactions between unknown objects and agents, and learn models of these sufficient to act in accordance with the implicit protocols present in the scene. Discrete concepts (utterances and object properties), and temporal protocols involving these concepts, are learned in an unsupervised manner from continuous sensor input alone. Crucial to this learning process are methods for spatio-temporal attention applied to the audio and visual sensor data. These identify subsets of the sensor data relating to discrete concepts. Clustering within continuous feature spaces is used to learn object property and utterance models from processed sensor data, forming a symbolic description. The progol Inductive Logic Programming system is subsequently used to learn symbolic models of the temporal protocols presented in the presence of noise and over-representation in the symbolic data input to it. The models learned are used to drive a synthetic agent that can interact with the world in a semi-natural way. The system has been evaluated in the domain of table-top game playing and has been shown to be successful at learning protocol behaviours in such real-world audio-visual environments.
Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a... more
Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with computationally difficult protein folding problems in the form of puzzles, allowing ordinary players to gain expertise and help solve these problems. The principle challenge of designing such scientific discovery games is harnessing the enormous collective problem-solving potential of the game playing population, who have not been previously introduced to the specific problem, or, often, the entire scientific discipline. To address this challenge, we took an iterative approach to designing the game, incorporating feedback from players and biochemical experts alike. Feedback was gathered both before and after releasing the game, to create the rules, interactions, and visualizations in Foldit that maximize contributions from game players. We present several examples of how this approach guided the game's design, and allowed us to improve both the quality of the gameplay and the application of player problem-solving.
- by Firas Khatib and +1
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- Protein Folding, Evaluation, Problem Solving, Game Development
In "Confronting the Challenges of a Participatory Culture", Jenkins and colleagues (2006) outlined three challenges in their participatory competencies framework that need to be addressed to prepare youth for full involvement in a digital... more
In "Confronting the Challenges of a Participatory Culture", Jenkins and colleagues (2006) outlined three challenges in their participatory competencies framework that need to be addressed to prepare youth for full involvement in a digital culture -participation, transparency, and ethics. Expanding upon the framework of our earlier work, in this paper we examine more closely two aspects of Jenkins and colleagues' challenges -the participation gap and the ethics challenge -as they apply to game-making activities in schools. We report on a four-month ethnographic study documenting youth's production of video games in both an after school club and classroom setting. The growing use of videogamemaking for learning in schools offers youth the opportunity to no longer simply be consumers but also producers of technology. But as kids learned to contribute as such producers, both participatory and ethical issues arose in the ways they were willing or reluctant to share their own ideas and projects with their peers. Schools' long-standing focus on individual achievement and traditional notions of plagiarism drew these issues of participation and ethics to the foreground, making them especially relevant considerations given on-going efforts to bring more game playing and making activities into schools.
In the last two decades the advancement of AI/CI methods in classical board and card games (such as Chess, Checkers, Othello, Go, Poker, Bridge, ...) has been enormous. In nearly all "world famous" games the humans have been decisively... more
In the last two decades the advancement of AI/CI methods in classical board and card games (such as Chess, Checkers, Othello, Go, Poker, Bridge, ...) has been enormous. In nearly all "world famous" games the humans have been decisively conquered by the machines (actually Go remains almost the last redoubt of human supremacy). In the above perspective the natural question that comes to our minds is whether there is still any need for further development of CI methods in this area. What kind of goals can be achieved on this path? What are (if any) the challenging problems in this field? This paper tries to discuss these issues with respect to classical board mind games and provides partial (though highly subjective) answers to some of the open questions.
The theory of games provides a mathematical formalization of strategic choices, which have been studied in both economics and neuroscience, and more recently has become the focus of neuroeconomics experiments with human and non-human... more
The theory of games provides a mathematical formalization of strategic choices, which have been studied in both economics and neuroscience, and more recently has become the focus of neuroeconomics experiments with human and non-human actors. This paper reviews the results from a number of game experiments that establish a unitary system for forming subjective expected utility maps in the brain, and acting on these maps to produce choices. Social situations require the brain to build an understanding of the other person using neuronal mechanisms that share affective and intentional mental states. These systems allow subjects to better predict other players' choices, and allow them to modify their subjective utility maps to value pro-social strategies. New results for a trust game are presented, which show that the trust relationship includes systems common to both trusting and trustworthy behaviour, but they also show that the relative temporal positions of first and second players require computations unique to that role.