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2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)最新文献

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Gameplay-driven terrain generation in Scorched Earth 《焦土》中玩法驱动的地形生成
Quan Yu, R. Crawfis
In this paper, we propose a hybrid method to procedurally generate terrains in Scorch Earth. It features both the fast computing speed of random techniques and the wide variety of details of fractal techniques. We indirectly evaluate terrains by analyzing the gameplay data. We create an AI agent to model players' behaviors to produce gameplay data. The agent is capable to shoot and move in different scenarios. Finally we introduce metrics for gameplays to select good terrains.
在本文中,我们提出了一种混合方法来程序地生成焦土中的地形。它既具有随机技术的快速计算速度,又具有分形技术的各种各样的细节。我们通过分析玩法数据间接评估地形。我们创造了一个AI代理去模拟玩家的行为并生成游戏玩法数据。代理人能够在不同的场景中射击和移动。最后,我们介绍了游戏玩法的参数,以选择合适的地形。
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引用次数: 2
Crimes in, of and by virtual worlds and computer gaming 虚拟世界和电脑游戏中的犯罪
M. Losavio
Criminal and delictual conduct are found within virtual worlds and computer gaming just as in the physical world. These may manifest themselves in myriad ways, from the role playing conduct of players within the game space to conduct by players, game developers and operators and others that may violate criminal laws and normative prohibitions generally. We examine this spectrum of conduct and the implications for players, developers and policy makers.
在虚拟世界和电脑游戏中,犯罪和淫秽行为就像在现实世界中一样存在。这些行为可能以多种方式表现出来,从玩家在游戏空间中的角色扮演行为,到玩家、游戏开发者和运营商以及其他可能违反刑法和规范禁令的行为。我们将研究这一系列行为以及对玩家、开发者和政策制定者的影响。
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引用次数: 0
A crossword puzzle generator using genetic algorithms with Wisdom of Artificial Crowds 一个使用遗传算法和人工群体智慧的填字游戏生成器
Douglas Bonomo, Adrian P. Lauf, Roman V. Yampolskiy
NP-hard problems, such as generating crossword puzzles, are candidates for solution by genetic algorithms (GAs). A combination of both a genetic algorithms and a Wisdom of Artificial Crowds (WoAC) aggregation method was developed for the purpose of creating crossword puzzles given a particular outline. The program was written using a GPL Hunspell wrapper NHunspell for word verification and suggestion. In American-style crossword puzzles, we saw performance improvements of around 20% in reaching a local optima, with a 6% improvement in the number of successful words found by a GA + WoAC algorithm over the baseline genetic algorithm.
np困难的问题,如生成填字游戏,是遗传算法(GAs)的候选解决方案。结合遗传算法和人工群体智慧(WoAC)聚合方法,开发了一种用于创建给定特定轮廓的填字游戏的组合方法。该程序是使用GPL Hunspell包装器NHunspell编写的,用于单词验证和建议。在美式填字游戏中,我们发现在达到局部最优时,GA + WoAC算法的性能提高了约20%,与基线遗传算法相比,GA + WoAC算法找到的成功单词数量提高了6%。
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引用次数: 6
3D Hospital: Design and implement quest-based game framework for transitional training 3D医院:设计并实现基于任务的过渡训练游戏框架
Yinxuan Shi, Erin Ferlet, R. Crawfis, Patricia Phillis, Karen Durano
The Ohio State University Comprehensive Cancer Center - Arthur G. James Cancer Hospital and Richard J. Solove Research Institute's (OSUCCC- James) is a transformational facility that fosters the collaboration and integration of cancer research and clinical cancer care. Unlike regular facilities, transferring between hospitals requires the staff to occupy accurate and specialized knowledge of the spatial layout for the new hospital. In order to have a smooth transition, the hospital staffs are required to orient themselves and navigate in the new facility in a timely manner. We designed a quest-based game framework to examine the scenario. This data driven framework allows the gaming content be easily updated online by demand. 3D Hospital game is developed based on that framework, which aims at training participants with spatial orientation in the OSUCCC-James. The quests are designed based on several key locations and the daily tasks for the hospital staff. We completed floor 15 in time before the transfer. To measure the effectiveness of our game for prepping the staff during the transition, we surveyed 26 participants and obtained an overall positive feedback. At last, we also examine the obstacles that we encountered as well as future direction.
俄亥俄州立大学综合癌症中心- Arthur G. James癌症医院和Richard J. Solove研究所(OSUCCC- James)是一个促进癌症研究和临床癌症护理的合作和整合的转型机构。与常规设施不同,医院之间的转移需要工作人员对新医院的空间布局有准确和专业的了解。为了顺利过渡,医院工作人员需要在新设施中及时定位和导航。我们设计了一个基于任务的游戏框架来检查这个场景。这种数据驱动的框架使得游戏内容可以根据需求轻松地在线更新。3D医院游戏是基于该框架开发的,旨在训练参与者在OSUCCC-James中的空间定向。这些任务是根据几个关键地点和医院工作人员的日常任务设计的。我们在转让前及时完成了15层。为了衡量我们的游戏在过渡期间为员工做准备的有效性,我们调查了26名参与者,并获得了总体的积极反馈。最后,我们还分析了我们遇到的障碍以及未来的方向。
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引用次数: 1
Solving NP-hard number matrix games with Wisdom of Artificial Crowds 用人工群体智慧求解np困难数矩阵博弈
J. Redding, J. Schreiver, C. Shrum, Adrian P. Lauf, Roman V Yampolskiy
Solving puzzles based on number-sum or ordered matrices is an NP-hard problem that requires considerable computational effort. Prime examples of these are the games Sudoku and Kakuro. Kakuro relies on number sequences that must sum to a number indicator shown on the puzzle. Sudoku requires that numbers be listed in an implicit sequence in blocks and rows. Both puzzles require exclusivity of the numbers listed in each row and logical grouping. As a result, solving these puzzles requires an iterative approach. We show that Genetic Algorithms (GA) can be augmented with postprocessing by a Wisdom of Artificial Crowds (WoAC) to constrain the solution space after a number of generations. Using the WoAC method, compared to using GA alone, we can reduce the time to a successful solution by a factor of 50% for easy and medium-difficulty puzzles. Our work has broader applications in the fields of multi-agent theory and collective decision making, as the WoAC method allows for crowd-based improvements to well-known genetic algorithm methods.
解决基于数字和或有序矩阵的谜题是一个np困难问题,需要大量的计算工作。最典型的例子就是数独和Kakuro游戏。Kakuro依靠的是数字序列,这些数字序列必须与谜题上显示的数字指示符相加。数独游戏要求数字以行和块的隐式顺序排列。这两个谜题都要求每一行所列数字的排他性和逻辑分组。因此,解决这些谜题需要一种迭代方法。我们证明遗传算法(GA)可以通过人工群体智慧(WoAC)的后处理来增强,以约束几代后的解空间。使用WoAC方法,与单独使用GA相比,我们可以将成功解决简单和中等难度谜题的时间减少50%。我们的工作在多智能体理论和集体决策领域有更广泛的应用,因为WoAC方法允许对众所周知的遗传算法方法进行基于群体的改进。
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引用次数: 3
Observations and opportunities in cybersecurity education game design 网络安全教育游戏设计中的观察与机遇
P. Gestwicki, Kaleb Stumbaugh
We identify three challenges in cybersecurity education that could be addressed through game-based learning: conveying cybersecurity fundamentals, assessment of understanding, and recruitment and retention of professionals. By combining established epistemologies for cybersecurity with documented best practices for educational game design, we are able to define four research questions about the state of cybersecurity education games. Our attention is focused on games for ages 12-18 rather than adult learners or professional development. We analyze 21 games through the lens of our four research questions, including games that are explicitly designed to teach cybersecurity concepts as well as commercial titles with cybersecurity themes; in the absence of empirical evidence of these games' efficacy, our analysis frames these games within educational game design theory. This analysis produces a three-tier taxonomy of games: those whose gameplay is not associated with cybersecurity education content (Type 1); those that integrate multiple-choice decisions only (Type 2); and those that integrate cybersecurity objectives into authentic gameplay activity (Type 3). This analysis reveals opportunities for new endeavors to incorporate multiple perspectives and to scaffold learners progression from the simple games to the more complex simulations.
我们确定了网络安全教育中的三个挑战,可以通过基于游戏的学习来解决:传递网络安全基础知识,评估理解,以及招聘和保留专业人员。通过将已建立的网络安全认识论与教育游戏设计的最佳实践相结合,我们能够定义关于网络安全教育游戏状态的四个研究问题。我们的注意力集中在12-18岁的游戏上,而不是成人学习者或专业发展。我们通过四个研究问题的视角分析了21款游戏,包括明确设计用于教授网络安全概念的游戏以及具有网络安全主题的商业游戏;在缺乏这些游戏有效性的经验证据的情况下,我们的分析将这些游戏框定在教育游戏设计理论中。这一分析将游戏划分为三层:与网络安全教育内容无关的游戏(类型1);那些只包含多项选择的游戏(类型2);以及那些将网络安全目标整合到真实的游戏活动中的游戏(类型3)。这一分析揭示了新的尝试的机会,可以结合多个视角,并指导学习者从简单的游戏到更复杂的模拟。
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引用次数: 12
A Unity 3D framework for algorithm animation 一个用于算法动画的Unity 3D框架
Nicholas Harshfield, Dar-jen Chang, Rammohan
Since the first algorithm animation interactive computer system called BALSA appeared in 1984, many algorithm animation and visualization applications have been developed for educational purposes. Modern game engines (like Unity 3D and Unreal) possess a multitude of features which are vital for algorithm animation applications. Until now, these features have not been systematically exploited for educational applications. In this paper, we circumvent conventional programming languages (such as Java, C++, etc.) and their corresponding toolkits and instead describe our design of an alglorithm animation framework built around Unity 3D and demonstrate its application to the educational realm of graph algorithm animation. This project serves as a proof of concept that modern game engines such as Unity 3D can be used to create modern and effective tools for learning concepts contained in the realm of computer science and engineering.
自从1984年第一个算法动画交互计算机系统BALSA出现以来,许多算法动画和可视化应用程序都被开发出来用于教育目的。现代游戏引擎(如Unity 3D和Unreal)拥有许多对算法动画应用至关重要的功能。到目前为止,这些特性还没有被系统地用于教育应用。在本文中,我们绕过了传统的编程语言(如Java, c++等)及其相应的工具包,而是描述了我们围绕Unity 3D构建的算法动画框架的设计,并演示了其在图形算法动画教育领域的应用。该项目证明了Unity 3D等现代游戏引擎可以用于创建现代有效的工具,用于学习包含在计算机科学和工程领域的概念。
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引用次数: 12
Online computer game set architecture for people with cerebral palsy: Case study 脑瘫患者的在线电脑游戏集架构:案例研究
B. G. Zapirain, A. M. Zorrilla, A. Madariaga-Ortuzar, I. Lazcano-Quintana
This work in progress is focused on adapted design of a set of games for people with cerebral palsy. In the specification all the stakeholders (family, therapeutics and monitors) have participated. In the games set 4 levels of complexity have been proposed, and also the different types of interaction: touchscreen, push buttons, etc. The evaluation of the 4 prototypes will be held including not only testing the proper functionality of the games, but ensuring the accessibility and usability standards.
这项正在进行的工作重点是为脑瘫患者设计一套游戏。在规范中,所有利益相关者(家庭、治疗和监测人员)都参与其中。在游戏设置中,我们提出了4个复杂级别,以及不同类型的交互:触摸屏,按钮等。对4个原型的评估不仅包括测试游戏的适当功能,还包括确保可访问性和可用性标准。
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引用次数: 0
Machiavellian agents: Player modelling to deceive and be deceived 马基雅维利式代理人:玩家模仿欺骗和被欺骗
Scott Watson, A. Vardy, W. Banzhaf, T. Wareham
This paper explores several augmentations to the previously described Plantagenet model of computer game agents to give agents the deceptic capability to deceive the player and/or be deceived by the player. Augmented finite state machine controllers for agents in a simple role playing game are generated using an evolutionary algorithm. It is demonstrated that the proposed model is a practical option for generating populations of around 30 agents in which constraints on agent behaviour to ensure that actions are consistent with deception can be satisfied in substantial portions of the agent population.
本文探讨了对先前描述的电脑游戏代理的金雀花模型的几个增强,以赋予代理欺骗玩家和/或被玩家欺骗的欺骗能力。在一个简单的角色扮演游戏中,使用进化算法生成代理的增强有限状态机控制器。结果表明,所提出的模型是生成大约30个智能体的实际选择,其中大部分智能体可以满足对智能体行为的约束,以确保行动与欺骗一致。
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引用次数: 0
Where do they look at? Analysis of gaze interaction in children while playing a puzzle game 他们会看哪里?儿童玩益智游戏时凝视互动分析
Maite Frutos Pascual, B. G. Zapirain, Q. Mehdi
In recent years the usage of video-games in education, therapies and training, has risen sharply. The adaptation of serious games to users' needs may offer new enriching learning environments. Eye tracking sensors collect information about the location and duration of eye movements within a specific area on a computer monitor. This paper presents a usability analysis of users' eye movements while using the set of puzzle games. For this purpose a set of data collected from 63 children with an average age of 9.95 (SD = 1.21) and different attention skills is analyzed during their interaction with a set of puzzle games. Fixation data is extracted and analyzed as regards of where do they look first and most. These resources should be complemented with other interaction records, but they are interesting for creating optimized user interfaces.
近年来,电子游戏在教育、治疗和培训方面的应用急剧增加。根据用户需求调整严肃游戏可能会提供新的丰富的学习环境。眼动追踪传感器在电脑显示器上收集有关特定区域内眼球运动的位置和持续时间的信息。本文对用户在玩益智游戏时的眼球运动进行了可用性分析。为此,我们收集了63名平均年龄为9.95岁(SD = 1.21)、注意力技能不同的儿童在一组益智游戏中的互动数据进行分析。固定数据被提取和分析,根据他们首先看到和最多的地方。这些资源应该与其他交互记录相补充,但它们对于创建优化的用户界面很有意义。
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引用次数: 2
期刊
2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)
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