Notes:
Non-player characters (NPCs) are characters in a video game or other interactive experience that are controlled by the computer or game engine, rather than by a human player. NPCs are typically programmed to behave in a certain way, according to the rules and logic of the game or experience, and they can interact with the player and other NPCs in a variety of ways.
In the context of non-player characters (NPCs) in video games and other interactive experiences, chatbots can be used to provide the player with a more natural and intuitive way of interacting with the NPC. By using chatbot technology, NPCs can engage in conversation with the player, providing information, asking questions, or responding to the player’s input in a natural and human-like way.
Some examples of how chatbots can be used in NPCs in video games and other interactive experiences include:
- Dialogue trees: Chatbots can be used to create dialogue trees, which are branching sequences of conversation that allow the player to choose different responses or actions in a conversation with the NPC. By using chatbot technology, the NPC can respond to the player’s input in a natural and human-like way, providing a more engaging and immersive conversation experience.
- Decision making: Chatbots can be used to help NPCs make decisions or take actions in response to the player’s input or actions. For example, an NPC might use a chatbot to evaluate the player’s responses in a conversation, and to decide whether to provide information, ask a question, or take some other action based on the player’s input.
- Personalization: Chatbots can be used to personalize the NPC’s responses and actions based on the player’s specific interests, preferences, or characteristics. By using chatbot technology, the NPC can tailor its responses and actions to the individual player, making the interaction more relevant, engaging, and enjoyable for the player.
Dynamic facial expression refers to the range of movements and changes in facial features that occur as a result of emotional and cognitive processes. This can include changes in the position of the eyebrows, the shape of the mouth, and the movement of the eyes, among other factors. Dynamic facial expression can be used to communicate a wide range of emotions and intentions, from happiness and joy to anger, fear, and sadness.
Emotional agents refer to computer programs or devices that are designed to simulate or emulate human emotions and social intelligence in order to interact with humans in a more natural and intuitive way. These agents may use natural language processing, machine learning, and other techniques to analyze and respond to human input in a way that mimics human emotional and social behavior. Emotional agents may be used in a variety of applications, including customer service, healthcare, and education.
Resources:
- komparse.dfki.de .. project to integrate advanced nlp into massively multiplayer online games
Wikipedia:
- Infotainment
- Instructional scaffolding
- Non-player character
- Role-playing game
- Serious game
- Situation awareness
- Unity (game engine)
References:
- Digital Character Development (2016)
- Immersion in a Virtual World: Interactive Drama and Affective Sciences (2014)
- Agents for Games and Simulations II (2011)
- Artificial Intelligence for Computer Games (2011)
- Interactive Storytelling for Video Games (2011)
See also:
100 Best Character Generator Videos | 100 Best Non-Player Character Videos | 100 Best Reallusion Character Creator Videos | 100 Best The-Sims NPC Videos | Character Engine | eDrama (Virtual Drama) | Non-Player Character News 2018 | Virtual Characters & Dialog Systems 2017
Implementing AI for Non-player Characters in 3D Video Games
M Kopel, T Hajas – Asian Conference on Intelligent Information and …, 2018 – Springer
… find a solution for implementing intelligent behavior of independent NPC agents (non-player characters) in video … In video games, non-player character (NPC) is a computer operated character – usually an … Bots, using GA and genetic programming, to outperform default bot AI in …
Chatbots in education: A passing trend or a valuable pedagogical tool?
S Roos – 2018 – diva-portal.org
… has been referred to by many names, the more established ones include: Chatbot (can be spelled chat bot, chat-bot as well … Chatbots are build in many ways, but a popular and quite simple way is through the use of AIML, which is presented … 1.2 AIML – The brains of the chatbot …
Bot Believability Assessment: A Novel Protocol & Analysis of Judge Expertise
C Even, AG Bosser, C Buche – 2018 International Conference …, 2018 – ieeexplore.ieee.org
… The development of such believable virtual players also known as Non-Player Characters or bots … competition has provided some highly regarded assessment methods for comparing bots’ believability in … humans judging virtual agents competing for the most believable bot title …
Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learning
FG Glavin, MG Madden – 2018 IEEE Conference on …, 2018 – ieeexplore.ieee.org
… In this paper, we introduce a skill-balancing mecha- nism for adversarial non-player characters (NPCs), called … Specifically, we store the current policy of the non-player character (NPC) at various intervals during an … The SEC-Bot won 39, lost 30 and drew 6 of the 75 games that …
Human Players versus Computer Games Bots: A Turing test based on Linguistic Description of Complex Phenomena and Restricted Equivalence Functions
C Rubio-Manzano, T Lermanda-Senoceaín… – … and Management of …, 2018 – Springer
… new version of the Turing test has been proposed in order to evaluate the ability of non-player characters [8] (“Suppose … If not, then the bot is deemed to have passed the test … This test was designed to evaluate the abilities of the computer game bots to impersonate a human player …
artificial Intelligence in Computer Games
LM Magas, M Ilchenko – 2018 – ir.lib.vntu.edu.ua
… In more advanced games, the competitiveness of non-player characters or bots can be achieved through dynamic game balancing, which can be considered fairer, although still a technical fraud, as AI players still gain advantages, even though they follow the rules of the virtual …
Programming serious games as a master course: Feasible or not?
S Xinogalos – Simulation & Gaming, 2018 – journals.sagepub.com
Background. Higher education on simulation & gaming has a long history with several master degrees offered by Universities worldwide. Currently, the popularity …
HRLBˆ2: A Game AI Architecture for Believable Bots That Unifies the Elements of Flow and Reinforcement Learning
CA Cruz – 2018 – researchgate.net
… elements of FlowAI: creating believable behaviors for non-player characters (NPCs) … which would be beneficial to achieve a bot that exhibits a diversity of behaviors and adapts to its … Question 4: How can we adapt the MAXQ hierarchical decomposition method to create bots …
Identifying contemplative intensity in cognitive architectures for virtual-agent minds
J Turner – 2018 – summit.sfu.ca
… Processing Unit Graphics Processing Unit Knowledge Base Knowledge Representation Monte Carlo (algorithm) Markov Decision Process Non-Player Character … Bot An automated virtual-agent (see Virtual-Agent) that may or may not have a … Bots are not necessarily personified …
HRLB? 2: A Reinforcement Learning Based Framework for Believable Bots
C Arzate Cruz, J Ramirez Uresti – Applied Sciences, 2018 – mdpi.com
… The creation of believable behaviors for Non-Player Characters (NPCs) is … In this paper, we propose a hierarchical reinforcement learning framework for believable bots (HRLB?2). This novel … The results of our tests demonstrate that our bot behaves in a human-like manner …
The Effect of Moderator Bots on Abusive Language Use
LY Young – Proceedings of the International Conference on Pattern …, 2018 – dl.acm.org
… Conversation trees are used to help the developer role-play with video games to design the dialog when users are interacting with a non-player character … 2017. “Could You Define That in Bot Terms ?”: Requesting, Creating and Using Bots on Reddits …
Newsjam: Making Games at the Pace of News
LD Grace – Proceedings of the International Conference on Game …, 2018 – dl.acm.org
… The designers worked to create a learning game that helped the average person understand how bots work … I Am A Bot was created by two people using Twine [12] … In the game, players had to help non-player characters speak by tapping them …
Cognitive Engagement in Virtual Worlds Language Learning
M Henderson, L Henderson, S Grant… – Authentic Virtual World …, 2018 – Springer
… in which students can adopt roles and interact with others, including non-player characters (NPCs, also … in contextually appropriate ways with learners who can be greeted by a ‘bot’ whenever they … dish that was brought to their table by the waitress (a non-player character [NPC]) …
NPC AI System Based on Gameplay Recordings
S Altunda? – researchgate.net
… Non-player character, game bot, artificial intelligence, game logs, gameplay recordings, vir- tual reality, HTC Vive … gameplay experience to users and try to create human-like non-player characters (NPC) for … square areas, which are regarded as loca- tion state of the game bot …
Teaching Students About Machine Learning Through a Gamified Approach
P Rattadilok, C Roadknight, L Li – 2018 IEEE International …, 2018 – ieeexplore.ieee.org
… In the fighting games or the team sports games, game bots are used as the competing opponents for players … iGaME (In class Gamified Machine learning Environment) is a game bot that has been purposefully developed for the teaching of machine learning algorithms in the …
Automated State of Play. Rethinking Anthropocentric Rules of the Game
S Fizek – special issue ‘Rethinking AI’, Digital Culture and …, 2018 – researchgate.net
… The mod automatically assigns citizen non-player characters (NPCs) to plots pre-selected by the … The OpenAI team is planning to develop a next generation bot, which would … gameworlds, seemingly autonomous NPCs, player-automated characters, to smart self-learning bots …
Conversational Temporal Coherence
J Sedoc – seas.upenn.edu
… of applications such as personal assistants, help desks, educational assistants, and non-player characters in gaming … So-called chatbots, or “chit-chat” bots, focus on this non-task driven … Recently, deep learning models have been used to generate chatbot responses; however …
Playable experiences at AIIDE 2018
B Samuel, A Reed, E Short, S Heck, B Robison… – … Artificial Intelligence and …, 2018 – aaai.org
… the results of conversations are based on a rich model of the non-player character’s culture, we … combination of a simulator, language, parser, and IDE for finite state machine (FSM) chatbots … users to be able to describe interesting, com- plex, and generative bot conversations, in …
Automated State of Play
S Fizek – Digital Culture & Society, 2018 – degruyter.com
… The mod automatically assigns citizen non-player characters (NPCs) to plots pre- selected by the … The OpenAI team is planning to develop a next generation bot, which would … gameworlds, seemingly autonomous NPCs, player-automated characters, to smart self-learning bots …
Studying believability assessment in racing games
C Pacheco, L Tokarchuk, D Pérez-Liébana – Proceedings of the 13th …, 2018 – dl.acm.org
… have been pointed out in [4, 7, 9]. These provide yet more guidelines for assessment such as combining human and non-player characters – to judge … This means that judges managed to distinguish between player and bot with some players winning but no bots winning …
Programming Intelligent Embodied Pedagogical Agents to Teach the Beginnings of Industrial Revolution
ILF Baierle, JC Gluz – International Conference on Intelligent Tutoring …, 2018 – Springer
… Avatars can also be controlled by artificial agents, but in this case they are commonly referred to as NPCs (Non Player Characters) … The most effective systems to date combine web languages like WebGL [12], X3D [2] and AIML [17] to program virtual 3D chat-bots based on web …
Artificial Intelligence (AI) in Video Games
P Rana, P Bhardwaj, J Singh – International Journal of Computer … – pdfs.semanticscholar.org
… Keywords FSM (Finite State Machines), NPC (Non-Player Character), TBS (Turn Based Strategy), RTS (Real … and also the sophistication level which is required by an RPG’s Non-Player Characters … developers to understand what human-like intelligence means to bots in games …
Validating the Creature Believability Scale for Videogames
N Barreto, R Craveirinha, L Roque – International Conference on …, 2018 – Springer
… In: Hingston, P. (ed.) Believable Bots: Can Computers Play Like People?, pp. 215–230. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-32323-2_9CrossRefGoogle Scholar. 25. Warpefelt, H.: The non-player character – exploring the believability of NPC …
Planning For Non-Player Characters by Learning From Demonstration
J Drake – 2018 – repository.upenn.edu
… 2756. https://repository.upenn.edu/edissertations/2756 Page 2. Planning For Non-Player Characters By Learning From Demonstration Abstract In video games, state of the art non-player character (NPC) behavior generation typically depends on hard- coding NPC actions …
Planet Wars: an Approach Using Ant Colony Optimization
A Baldominos, M González-Evstrópova, E Martin… – researchgate.net
… The concept of intelligent non-player characters (NPCs) turns out to be quite promising, and as a result … In all cases, the random bot is easy to beat, but with expansion-only the agent faces real difficulties to beat DualBot and RageBot, which were the bots considering the …
Autonomous virtual player in a video game imitating human players: the ORION framework
C Buche, C Even, J Soler – 2018 International Conference on …, 2018 – ieeexplore.ieee.org
… I. INTRODUCTION This research focuses on the design of skillful and believ- able non-Player Characters (NPCs) using imitation learning techniques … in the design of a Bot for the game Unreal Tournament 3 (UT3) is described in this section …
Facing the Digital Partner: A Phenomenological Analysis of Digital Otherness
N Liberati – Glimpse, 2018 – pdcnet.org
… A clear example of this are the relations within video games that subjects have with “bots” (web robots) or non-player characters in the game (Turkle 1994), where users interact with digital beings that are manipulated by a program …
Animating virtual worlds: Emergence and ecological animation of Ryzom’s living world of Atys
P Manning – First Monday, 2018 – journals.uic.edu
… the Cartesian criterion of the ability to use language, and abjecting alt and bot homins, along with non-player-character (henceforth NPC … completely silent automated “bots” at the bottom alongside game internal automata called NPCs (“non-player-characters”) and “mobs …
Generating Stories Using Role-playing Games and Simulated Human-like Conversations
A Tapscott, C León, P Gervás – Proceedings of the 3rd Workshop on …, 2018 – aclweb.org
… 3. threat: Use a threat (through the environment or a non player character) to provoke some sort of crisis … 4. threat: These are given a more specific tem- plate, mostly involving non player characters that are hostile to the PCs … The Imple- mentation of a Story Telling Chatbot …
Dynamic Load Balancing for Massively Multiplayer Online Games
S Abdulazeez – 2018 – core.ac.uk
Page 1. Sarmad A. Abdulazeez October 2017 1 DYNAMIC LOAD BALANCING FOR MASSIVELY MULTIPLAYER ONLINE GAMES By SARMAD ABDULMAGED ABDULAZEEZ A thesis submitted in partial fulfilment of the requirements of …
Multi-objective evolution for 3D RTS micro
SJ Louis, S Liu – 2018 IEEE Congress on Evolutionary …, 2018 – ieeexplore.ieee.org
… used evolutionary neural networks to evolve non-player characters’ strategies based on the information provided by a layered influence map algorithm in the RTS … To the best of our knowledge, Liu’s work on evolving micro bots for Starcraft Brood Wars is closest to the work …
Self-guided exploration of virtual learning spaces
T Reiners, LC Wood, M Teräs, H Teräs… – Authentic Virtual World …, 2018 – Springer
… Appropriate design to provide scalable challenges to learners may also include the use of artificially intelligent software agents or bots (ie non-player characters) that adapt to learners and continue to push them (Wood and Reiners 2013) …
The Social Metaverse: Battle for Privacy
B Falchuk, S Loeb, R Neff – IEEE Technology and Society …, 2018 – ieeexplore.ieee.org
… eventually be nearly impossible to differentiate between exclusively software-driven (eg, chatbots, gamebots) and … Whether or not nearby agents are human or non-player characters, a confusion tactic is intended to … In this case, the user and indeed any other avatar or bot will be …
Evaluation of Using Neural Networks on Variety of Agents and Playability of Games
K Fathi, M Palhang – 2018 International Conference on Artificial …, 2018 – ieeexplore.ieee.org
… Another problem with the currently used non-player characters is their predictability, which can be solved by only retraining the … [5] Glavin FG and Madden MG, Adaptive shooting for bots in first … [6] McPartland M. and Gallagher M., Learning to be a Bot: Reinforcement Learning in …
Gamer-Generated Language and the Localisation of Massively Multiplayer Online Role-Playing Games
SA Strong – 2018 – discovery.ucl.ac.uk
… Also called Toon. Boss: Prominent, more challenging enemy in a PvE encounter. Bot: A player-controlled character that has been automated with a software programme … NDA: Non-Disclosure Agreement NPC: Non-Player Character PEGI: Pan-European Game Information …
Automation of play: Theorizing self-playing games and post-human ludic agents
S Fizek – Journal of Gaming & Virtual Worlds, 2018 – ingentaconnect.com
… Pokémon Go, ‘self-acting’ non-human agents or the so-called non-player characters (NPCs), or … the system’s agency, and a delegator of play onto the algorithms (bots, mods, ludic … examples, from self-learning Go algorithms, self-changing game worlds and bot-driven gameplay …
Communicative Figurations of Expertization: DIY_MAKER and Multi-Player Online Gaming (MOG) as Cultures of Amateur Learning
KD Wolf, U Wudarski – Communicative Figurations, 2018 – oapen.org
… Additionally, MOGs are a domain with rich virtualized media commu- nication, mostly in the form of Non-Player Characters (NPCs; computer controlled players) and Bots (computer controlled enemies). NPCs often suggest tasks based on the players’ current abilities …
Continuous and Reinforcement Learning Methods for First-Person Shooter Games
TC Smith, J Miles – GSTF Journal on Computing (JoC), 2018 – dl6.globalstf.org
… Machine learning approaches to non-player character (NPC) control have long been cited as the future of game AI (Millington 2006, Palmer … 2, etc), the overhead entailed in developing satisfactory static AI models for a great many different bots and bot-classes becomes …
Building Safer AGI by introducing Artificial Stupidity
M Trazzi, RV Yampolskiy – arXiv preprint arXiv:1808.03644, 2018 – arxiv.org
… He gives general principles that a Non-Player Character (NPC) must follow to make the game playable … The chatbot delivers specifically what will help the user best, without describing the details of the … Chatbots are designed to help humans, giving appropriate simple responses …
Zombies Arena: fusion of reinforcement learning with augmented reality on NPC
S Razzaq, F Maqbool, M Khalid, I Tariq, A Zahoor… – Cluster …, 2018 – Springer
… Reinforcement learning Non-player character Human controlled character Augmented reality First person shooter … a composition of human controlled character (HCC) competing non-player characters (NPC) in a … NPC are also termed as bots, avatar and AI controlled humanoid …
Game AI Panorama
GN Yannakakis, J Togelius – Artificial Intelligence and Games, 2018 – Springer
… purpose (winning or experi- ence) AI can control either the player character or the non-player character … earlier in the chapter the AI can control either player or non-player characters of the … can train game agents for efficient and believable first-person shooter bot behaviors [654 …
Exploiting psychology and social behavior for game stickiness
XU LUYI – Special Section on China Region, 2018 – dl.acm.org
… Yet gamer presence and immersion in vir- tual worlds is crucially tied to the intelligence of in-game non-player characters (NPCs) … In future games, NetEase plans to incorpo- rate personified chatbots behind NPCs and speech synthesis, enabling diverse and even spoken …
Collaborative Learning with Virtual Entities
LMR Tarouco, C Silveira, AL Krassmann – International Conference on …, 2018 – Springer
… In this context there are the Non Player Characters (NPCs), virtual entities in the form of … to establish interoperation between the NPC and external systems, such as chatbots, that facilitate … The user sends and receives messages to the chatbot, which can be associated with the …
Towards an Application Programming Interface for Automated Testing of Artificial Intelligence Agents in Massively Multi-Player On-Line Role-Playing Games
M Schatten, BO Ðuri?, I Tomi?i? – Central European Conference on …, 2018 – bib.irb.hr
… access to basic player behaviours including but not limited to movement, fight, pick-up of items and interaction with non-player characters (NPCs) as well … ViZDoom is purposed to be used for developing bots that play Doom, the classical FPS computer game released in 1997 …
Cultural Capital in a Mobile Game: An Analysis of Collection System in AbyssRium
SH Ryu, A Kim, YJ Sah – ????????? ???, 2018 – db.koreascholar.com
… Transformer s Rescue Bots 6-8 years old iOS; Android Adventure Game Tap; Drag Integrates Rescue Bot and uses a … Characters in children’s mobile educational games, especially non-player characters that don’t require player interaction, are largely aimed at providing …
Combination of Finite State Machine (FSM) and Sugeno Fuzzy for Game Agent in “Battle of Etam Earth”
R Andrea – Advanced Science Letters, 2018 – ingentaconnect.com
… On the game, the game agent is usually called NPC (Non- Player Character). Autonomous character is kind of autonomous agent which is intended for the use of computer animation and interactive media such as games and virtual reality … Table I. Hornbill-Bot combo list. Lv …
Action-based learning assessment in virtual training environments
A Fardinpour, T Reiners, LC Wood – Authentic Virtual World Education, 2018 – Springer
… the real world haptic experience. The environment is often shared with other avatars; either controlled by humans or computers, so-called intelligent bots or agents (Wood and Reiners 2013). Authentic learning has been used …
Interpassivity and the joy of delegated play in idle games
S Fizek – Transactions of the Digital Games Research …, 2018 – todigra.org
… or gazing, Civilisation 6 (2016) ran in the background: “Throughout the entire day CIV 6 will be playing an all-bot auto-play … of the genre, which provided a critical commentary on grinding as drudgery in massively multiplayer online role-playing games, where bots and macros …
How do videogame players identify their actions? Integrating Action Identification Theory and videogame play via the Behavior Identification Form-Gamer
PJ Ewell, JC Hamilton, RE Guadagno – Computers in Human Behavior, 2018 – Elsevier
… The other four members of each team were of non-human players (called non-player characters [NPCSs] or computer-controlled bots) generated by the game. Participants were told that their primary goal was to win the game by capturing the flag more times than the other team …
Conversational Agents in Distance Education: Comparing Mood States with Students’ Perception
AL Krassmann, FJ Paz, C Silveira, LMR Tarouco… – Creative Education, 2018 – scirp.org
… Tutor Agent for Teaching and Navigating the Environment) (Figure 1): an NPC (Non-player Character), ie an … Figure 1. Student avatar interacting with chatbot Atena in a 3D VW (Source: the … The authors found that messages to chatbots contained fewer words per message, more …
Optimization of Enemy’s Behavior in Super Mario Bros Game Using Fuzzy Sugeno Model
N Ismail, RM Husnul, MN Subkhi… – Journal of Physics …, 2018 – iopscience.iop.org
… is needed to continue the development of research on the creation of non-player characters with unpredictable … et al by implementing a genetic algorithm for regulating and developing Bot’s behavior pattern … Cole, “Using a genetic algorithm to tune first-person shooter bots,” in in …
Towards Deep Player Behavior Models in MMORPGs
J Pfau, JD Smeddinck, R Malaka – … of the 2018 Annual Symposium on …, 2018 – dl.acm.org
… As such, differences between the classes of bot and human player can be identified quite accurately given the aforementioned … That means that a) strictly optimal behavior is just as little interesting as conventional, predictable heuristic non-player character (NPC) behavior, b …
A Framework for Complementary Companion Character Behavior in Video Games
G Scott, F Khosmood – arXiv preprint arXiv:1808.09079, 2018 – arxiv.org
… is con- trasted with a mimicking action and is defined as any ac- tion by a friendly non-player character that furthers … In- telligent Behavioral Design of Non-player Characters in a FPS Video Game Through PSO … Cooperative Behaviors Between Two Teaming RTS Bots in StarCraft …
Tracing Player Knowledge in a Parallel Programming Educational Game
P Kantharaju, K Alderfer, J Zhu, B Char, B Smith… – … Artificial Intelligence and …, 2018 – aaai.org
… 2007), providing better non-player-character AI (Weber and Mateas 2009), or game analytics (Canossa 2013) … levels, from preventing simple race con- ditions, to solving classic situations such as the “cigarette smokers problem” (shown in Figure 1). Figure 1 (bot- tom) shows a …
Performance Evaluation Gaps in a Real-Time Strategy Game Between Human and Artificial Intelligence Players
MJ Kim, KJ Kim, S Kim, AK Dey – IEEE Access, 2018 – ieeexplore.ieee.org
… Usually, artificial intelligence (AI) players, also known as NPCs (Non-Player Characters), act as enemies of human players [2]. However, recent studies on game AI have investigated new AI player … As described above, the Bot Prize competition scores bots based on …
Unveiling a socio-economic system in a virtual world: a case study of an MMORPG
S Chun, D Choi, J Han, HK Kim, T Kwon – … of the 2018 World Wide Web …, 2018 – dl.acm.org
… gold farming are known as tightly coupled with bots, there have been studies for de- tecting such bots [1, 11 … proposed a CAPTCHA- based method to detect bot programs [12] while Gianvecchio et al … NPC shop: Aion provides a shop operated by a non-player character (NPC) who …
Modeling the Scalability of Real-Time Online Interactive Applications on Clouds
D Meiländer, S Gorlatch – Future Generation Computer Systems, 2018 – Elsevier
… 2. ROIA: design and execution. In ROIA, users connect their personal computers (clients) to the servers and control their avatars that interact with application entities, ie, other users’ avatars or computer-controlled NPCs (non-player characters) …
Into the Wilds: Influences from Video Games on Our Perception of’Nature’
TWP Rogers – 2018 – scholarworks.umt.edu
… governing the behavior of the player’s avatar, non-player characters (“NPCs”) including AI- controlled enemies and allies (“bots”), and the ecological functions of the world (passage of time, static or dynamic weather, narrative progression, dialogue, etc.). Like other background …
Authentic Virtual World Education
S Gregory, D Wood – 2018 – Springer
… for Australian Universities LEAP Learning, Equity and Participation MMO Massively Multiplayer Online games MUVE 3D Multiuser Virtual Environments NAV Norwegian Labour and Welfare Administration nDiVE Prototype of a framework NPC Non-Player Characters NS Native …
State of the Art on: Deep Learning for Video Games AI Development
E Capo – honours-programme.deib.polimi.it
… Deep learning applications in Non-Player Character (NPC) behaviour learning, whose focus is to use RL techniques to learn policies/behaviors to … in macromanagement, such as prediction of human strategy choices using SL techniques, efficiently enhanced in-game bots [37] …
Dissemination of Intangible Cultural Heritage using a Multi-Agent Virtual World
S Vosinakis, N Avradinis, P Koutsabasis – Advances in Digital Cultural …, 2018 – Springer
… server, and they are embodied as avatars in the representation space, which also includes the embodied agents (named NPCs – non-player characters in OpenSimulator … Designers can create a number of AIML bots, each of which is based on its own collection of AIML files that …
Performance appraisal of knowledge workers in R&D centers using gamification
E Abedi, M Shamizanjani, FS Moghadam… – … Management & E …, 2018 – kmel-journal.org
Page 1. Knowledge Management & E-Learning, Vol.10, No.2. Jun 2018 Performance appraisal of knowledge workers in R&D centers using gamification Ehsan Abedi Islamic Azad University, North Tehran Branch, Iran Mehdi …
I’m Glad You Are on My Side: How to Design Compelling Game Companions
K Emmerich, P Ring, M Masuch – … of the 2018 Annual Symposium on …, 2018 – dl.acm.org
… In general, all computer-controlled agents are called non-player characters (NPCs) [42] … In this context, Aarseth [1] differentiates between bots, who have no individual characteristics or personality, shallow characters, who feature individual traits like names and roles, but do not …
Exploration in NetHack With Secret Discovery
J Campbell, C Verbrugge – IEEE Transactions on Games, 2018 – ieeexplore.ieee.org
… design, as well as adding a comparison to a well-known NetHack bot and to … compute a tour of a known environment for exhaustive exploration strategies for non-player characters in video … A non-player character (NPC) can then use said map to determine where best to move in …
Dissemination of Intangible Cultural Heritage Using a Multi-agent Virtual World
P Koutsabasis – … Workshop, Funchal, Madeira, Portugal, June 28 …, 2018 – books.google.com
… server, and they are embodied as avatars in the representation space, which also includes the embodied agents (named NPCs–non-player characters in OpenSimulator … Designers can create a number of AIML bots, each of which is based on its own collection of AIML files that …
ViZDoom competitions: playing doom from pixels
M Wydmuch, M Kempka… – IEEE Transactions on …, 2018 – ieeexplore.ieee.org
… internal data such as maps, locations of objects and positions of (player or non- player) characters and various … In order to encourage development of bots that act only on raw visual information and … the state of the art of visual reinforcement learning, two AI bot competitions have …
Deep Reinforcement Learning for General Video Game AI
RR Torrado, P Bontrager, J Togelius… – … IEEE Conference on …, 2018 – ieeexplore.ieee.org
… think of as a game but provides an interesting challenge for bots … This is not overly surprising, as all Non- player Characters (NPC) and projectiles in this game behave deterministically (enemy projectiles are fired stochastically, but always takes some time to reach the player …
Implementing Agent Roles in Massivley Multi-Player On-Line Role-Playing Games
I Tomi?i?, BO Ðuri?, M Schatten – Central European Conference on …, 2018 – bib.irb.hr
… The most often used tool for modelling artificial game characters like non-player character (NPC) in- clude finite state machines (FSMs), where each state relates to the state of the character and defines … Agents as bots–an initial attempt to- wards model-driven mmorpg gameplay …
People are robots, too’: Expert gaming as autoplay
N Taylor, J Elam – Journal of Gaming & Virtual Worlds, 2018 – ingentaconnect.com
… In doing so, we argue that autoplay is not the domain of technical machines – some- how confined to bots and artificial … constituting any particular gaming context – fingers, clothing, game engine, ambient noise, avatar, input device, muscles, non-player character, screen, cables …
Investigating the effectiveness of virtual reality for cross-cultural competency training SIEDS 2018
M Sheridan, B An, D Brown, M Bolger… – 2018 Systems and …, 2018 – ieeexplore.ieee.org
… Animations were carefully selected and matched with the dialogue to make the reactions by the non-player characters (NPCs) more realistic … Alternatively, the creation of a chat-bot that would allow for real-time natural language processing (NLP) and more realistic conversations …
Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape
X Pan, AFC Hamilton – British Journal of Psychology, 2018 – Wiley Online Library
… Pacman itself is an Avatar, a character who is fully controlled by a human being. The ghosts who chase pacman are described as Agents – characters who are fully controlled by algorithms (in Computer Games, this is often called ‘Non?Player Character’, or NPC) …
Effects of Mobile Platform on Female Engagement in MOBA Games
G Gao, PC Shih – 2018 – gretagao.com
… Players need to destroy all of the turrets on all lanes to approach the nexus, for which players need to slay enemies and non-player characters (NPC) such as minions … 5 mode, LoL also provides other play modes such as All Random All Mid, Bot, and The Twisted Treeline (3 vs …
Misinformation and Disinformation in Online Games: An Exploratory Investigation of Possible Cues
N Karlova – 2018 – digital.lib.washington.edu
Page 1. i © Copyright 2018 Natascha A. Karlova Page 2. ii Misinformation and Disinformation in Online Games: An Exploratory Investigation of Possible Cues Natascha A. Karlova A dissertation submitted in partial fulfillment of the requirements for the degree of …
Learning to Play Pong using Policy Gradient Learning
S Phon-Amnuaisuk – arXiv preprint arXiv:1807.08452, 2018 – arxiv.org
… a player character (PC), which is the RL agent, and the non-player character (NPC), which … Activation Patterns from 200 hidden nodes (top) and 400 hidden nodes (bot- tom … 484- 489 (2016) 4. Phon-Amnuaisuk, S.: Learning chasing behaviours of non-player characters in games …
On political activism in digital games
D Cermak-Sassenrath – … : Journal of media and communication research, 2018 – tidsskrift.dk
… and create symbols by the shared live performance of activists (Emillie, 2016, Figure 10) or by programmable bots (PCLScripters, 2008) … by the player avatar but by computer-controlled team members, no killing by the player avatar but by non-player characters (NPCs) under …
On the effects of using word2vec representations in neural networks for dialogue act recognition
C Cerisara, P Kral, L Lenc – Computer Speech & Language, 2018 – Elsevier
… Nature, Human-human, Human-human, Bot(WoZ)-human … The French Emospeech corpus is a corpus of dialogues in the context of a serious game between human players and Non-Player Characters (NPC), which are controlled by an automatic dialogue manager in the real …
Using Other Minds: Transparency as a Fundamental Design Consideration for Artificial Intelligent Systems
RH Wortham – 2018 – researchgate.net
Page 1. Using Other Minds: Transparency as a Fundamental Design Consideration for Artificial Intelligent Systems submitted by Robert H. Wortham for the degree of Doctor of Philosophy of the University of Bath Department of Computer Science May 2018 COPYRIGHT …
Informing a BDI Player Model for an Interactive Narrative
J Rivera-Villicana, F Zambetta, J Harland… – Proceedings of the 2018 …, 2018 – dl.acm.org
… the choices made only affect the order of some events (eg the order in which a player asks questions to a Non-Player-Character) … The work in [19] presents a BDI model that considers the pre-defined personality of Non-Player Characters (NPCs) to define their reactions to …
Artificial intelligence and games
GN Yannakakis, J Togelius – 2018 – Springer
… and some of them incorporate advances in AI for controlling non-player characters, generating content … NES Natural Evolution Strategy NLP Natural Language Processing NPC Non-Player Character PC Player … many games better than any human, we can design AI bots that are …
Auditory Attention, Implications for Serious Game Design
N Bajaj, F Bellotti, R Berta, JR Carriòn… – … Conference on Games …, 2018 – Springer
… Non-player characters (NPCs) are a key mechanics in this regard [39] … https://tatoeba.org. Accessed 16 Jan 2017. 39. Subramaniam, S., Aggarwal, P., Dasgupta, GB, Paradkar, A.: Cobots-a cognitivemulti-bot conversational framework for technical support …
The Economics of Artificial Intelligence
S Mohanty, S Vyas – How to Compete in the Age of Artificial Intelligence, 2018 – Springer
… There are AI solutions like chatbots that learn through interaction. The idea is fairly simple. You interact with the machine and machine in turn learns from you to form the basis of subsequent responses. Microsoft’s Tay, a Twitter-based chatbot, was designed to learn from its …
Investigating Virtual Environment and Optimal Behavior of Swarm Robots
S Sher – 2018 – ubir.buffalo.edu
… to non-player characters. A number of studies were reviewed which have been done on Behavior Trees … finds the target. The data shared between different bots is in the form of an ar- ray with the following information, 1. BOT ID 2. Present X Position 3. Present Y Position …
Model Decomposition for Forward Model Approximation
A Dockhorn, T Tippelt, R Kruse – 2018 IEEE Symposium Series …, 2018 – ieeexplore.ieee.org
… For example, games often display multiple entities that act mostly independent from each other (the player’s agent, non- player characters, etc.) … However, the random bot only rarely wins a game, which would be necessary to find the win-conditions …
General video game ai: a multi-track framework for evaluating agents, games and content generation algorithms
D Perez-Liebana, J Liu, A Khalifa, RD Gaina… – arXiv preprint arXiv …, 2018 – arxiv.org
… creates the game that can be played either by a human or a bot … agents, or controllers) can implement to interact with the game – hence GVGAI bots can play … Additionally, sprites are grouped in categories attending to their general behavior: Non-Player Characters (NPC), static …
Stark Chronicle
KSUSR Symbolism – digitalcommons.kent.edu
… by Professor Paul Baus, a sculptor. Prior to the de velopment of the new seal, the university was using the seal for the State of Ohio with “Kent State University” wrapped around the bot tom. There was never any evidence that …
A Cognitive Architecture for Agent-Based Artificial Life Simulation
R Vieira, B Dembogurski, L Alvim, F Braida – International Conference on …, 2018 – Springer
… The simulation of realistic virtual living beings has many applications, ranging from use in non-player characters (NPCs) in games to crowd and traffic simulation … [1, 9] use them in the context of simulating characters in a narrative, while [3] apply them to build realistic bots for the …
Playing Games
GN Yannakakis, J Togelius – Artificial Intelligence and Games, 2018 – Springer
… possible, but instead to be entertaining or human- like; see below for non-player characters playing for … However, there are instances when you want a non-player character to play as well as possible … 2004) in such a way that human participants thought that the bots were human …
Embodied Historiographies: Affect and Realism in the” Medal of Honor” and” Call of Duty” Franchises after” Saving Private Ryan”
MN Heckner – 2018 – deepblue.lib.umich.edu
… non-player-character, or helper-NPC (see below), since both provide supportive or necessary Page 21. 9 … Non-Player-Characters (NPCs) and Persistent Non-Player Characters (PNPCs) While Non-Player-Characters are by no means exclusive to the FPS, my chapters explore …
Social Life on Distant Alien Worlds
WS Bainbridge – Computer Simulations of Space Societies, 2018 – Springer
… Their opponent is a Techrejector, a non-player character who represents something like Luddism, not merely … Fragile, intelligent, rely upon nano-bot super-technology … highly social in the player’s perception, because the programmed behavior of non-player characters is complex …
Development of an Artificial Intelligent Software Agent using Artificial Intelligence and Machine Learning Techniques to play Backgammon Variants
A Kostias, G Tagkoulis – 2018 – diva-portal.org
… is the most popular method for game development and includes Finite State Machines (FSM), Behaviour Trees (BT) and utility-based AI [1]. FSM is the AI method that mostly preferred for the task of control and decision-making processes of Non-Player Characters in games …
Bioshock as the Infinite Parent: Parenting and Play in the Bioshock Series
K Schrier – Beyond the Sea: Navigating Bioshock, 2018 – books.google.com
… Once the piece drops and reaches the bot- tom, it is stuck until you can complete a row … you are given primary missions to complete, but you can decide instead to spend hours exploring the virtual game world, com- pleting side quests, or interacting with non-player characters …
Semantic Parsing in Spoken Language Understanding using Abstract Meaning Representation
H Shen – 2018 – bir.brandeis.edu
… machine-interpretable commands. Because within the realm of SLU, there exists a variety of different applications and scenarios such as voice assistant, chatbot, automatic calling … semantic vocabulary and choices the non-player character makes …
Dungeons and DQNs: Toward Reinforcement Learning Agents that Play Tabletop Roleplaying Games
LJ Martin, S Sood, MO Riedl – cc.gatech.edu
… Master (DM)—whose job is to act as arbiter, enforcing an agreed-upon set of rules pertaining to the more formulaic parts of roleplaying, such as combat, and to dictate the actions of any additional characters called non-player characters (NPCs) … OpenAI DOTA 2 1v1 bot, 2017 …
Artificial Intelligence and Virtual Worlds–Toward Human-Level AI Agents
VM Petrovi? – IEEE Access, 2018 – ieeexplore.ieee.org
… appearance of the environment. It is even reported that with more complex visual appearance of the simulated world, the necessity for more complex NPCs (non player characters) is increasing [20]. Artificial intelligence is recognized …
Emulating human play in a leading mobile card game
H Baier, A Sattaur, E Powley, S Devlin… – IEEE Transactions …, 2018 – ieeexplore.ieee.org
Page 1. 2475-1502 (c) 2018 IEEE. Personal use is permitted, but republication/ redistribution requires IEEE permission. See http://www.ieee.org/ publications_standards/publications/rights/index.html for more information. This …
Simulating complex social behaviours of virtual agents through case-based planning
T Trescak, A Bogdanovych – Computers & Graphics, 2018 – Elsevier
… In modern video games, we often encounter situations in which computer-controlled avatars (non-player characters or simply NPCs) must interact … learning curves and popular, yet simplistic and limited traditional approaches of modelling and controlling agent / bot behaviour in …
Impact of gamification on student engagement in graduate medical studies
R Andriamiarisoa – 2018 – scholarworks.waldenu.edu
Page 1. Walden University ScholarWorks Walden Dissertations and Doctoral Studies …
Exploration and Combat in Nethack
J Campbell – 2018 – campbelljc.com
… 2.1.3 Interfacing with NetHack Throughout the past decades there have been quite a few automated players (‘bots’) created … This approach is similar to what was done for the game of Rogue with the ROG-O-MATIC bot [MJAH84] … A non-player character (NPC) can …
Video Games for Earthly Survival: Gaming in the Post-Anthropocene
P Ruffino – 2018 – eprints.lincoln.ac.uk
Page 1. 1 Page 2. 1 Cover Image Rosa Menkman, rosa-menkman.blogspot.com creativecommons.org/licenses/by/2.0/ Graphic Design Christina Drachsler Page 3. 2 Digital Cultures: Knowledge / Culture / Technology Conference …
The Paranoiac-Critical Method of Reflectance Transformation Imaging
B Behr – 2018 – ualresearchonline.arts.ac.uk
Page 1. 1 Page 2. 1 Cover Image Rosa Menkman, rosa-menkman.blogspot.com creativecommons.org/licenses/by/2.0/ Graphic Design Christina Drachsler Page 3. 2 Digital Cultures: Knowledge / Culture / Technology Conference …
Procedural Narrative Generation Through Emotionally Interesting Non-Player Characters
I Griffith – 2018 – diva-portal.org
… Non-Player Characters Page 2. Abstract … This study focuses on how procedural content generation can be applied to create emotionally interesting non-player characters and through this, generate narrative snippets that can immerse and interest a reader …
Design of a Screen-Based Simulation for Training and Automated Assessment of Teamwork Skills
RH Steadman, YM Huang, A Koenig, J Lee, M Iseli… – 2018 – apps.dtic.mil
… An inventory of skills appropriate for the scope of practice for the roles of the player and non-player characters (NPCs) for each scenario was also created. ? Subtask 4: Create a knowledge assessment (baseline team skills) scenario: 100% completed …
From ephemeral computing to deep bioinspired algorithms: New trends and applications
D Camacho, R Lara-Cabrera… – Future Generation …, 2018 – Elsevier
Skip to main content …
Analysing Results from AI Benchmarks: Key Indicators and How to Obtain Them
F Martínez-Plumed, J Hernández-Orallo – arXiv preprint arXiv:1811.08186, 2018 – arxiv.org
… This brings the potential to use them as non-player characters (NPC) or non-human opponents for more complex games in the future … Renz et al., 2015] or StarCraft AI competitions) as well as the existing architectures for multi-purpose game agents and bots addressing them …
Playgrounds for the self: video game narratives’ effect on moral identity.
A Schofield – 2018 – digitalrepository.wheatoncollege …
Page 1. i -i- WHEATON COLLEGE Norton, Massachusetts This is to certify that Andrew G. Schofield has fulfilled the requirements for graduation with Departmental Honors in English. The degree of Bachelor of Arts was awarded on May 19th, 2018. Registrar Credit: 2 …
Virtual World Representation of Family Homes
WS Bainbridge – Family History Digital Libraries, 2018 – Springer
… rather obviously did not represent any kind of family artifact. The person is Dr. Will, and a program was placed inside it that might be classified as an exceedingly simple chatbot. 31 Clicking the user’s mouse on it caused it to …
Modeling players
GN Yannakakis, J Togelius – Artificial Intelligence and Games, 2018 – Springer
… 5.1 What Player Modeling Is and What It Is Not One could arguably detect behavioral, emotional or cognitive aspects of both hu- man players and non-human players, or non-player characters (notwithstanding the actual existence of emotions in the latter) …
Virtual animal characters in future communication: explorative study on character choice and agency
JAJ Kiskola – 2018 – tampub.uta.fi
Page 1. Virtual animal characters in future communication: Exploratory study on character choice and agency Joel Aarni Johannes Kiskola University of Tampere Faculty of Communication Sciences Degree Programme in Human Technology Interaction M. Sc. thesis …
Automated Testing in Virtual Worlds
D Loubos – 2018 – dspace.library.uu.nl
… such as for modern MMOs and RPGs. Some parts of this can be automated, such as having bots move randomly through the game world to see if they get stuck or find other problems with the world. As the complexity of the task …
Artificial intelligence and human development: toward a research agenda
M Smith, S Neupane – 2018 – idl-bnc-idrc.dspacedirect.org
… Learn about effective regulatory models. Document and assess AI regulatory models developed to deal with the emergence of new AI-driven activities such as predictive policing, autonomous vehicles, and chatbots. Determine …
Intelligent Information and Database Systems: 10th Asian Conference, ACIIDS 2018, Dong Hoi City, Vietnam, March 19-21, 2018, Proceedings
NT Nguyen, DH Hoang, TP Hong, H Pham, B Trawi?ski – 2018 – books.google.com
Page 1. Ngoc Thanh Nguyen · Duong Hung Hoang Tzung-Pei Hong · Hoang Pham Bogdan Trawin´ski (Eds.) Intelligent Information and Database Systems 10th Asian Conference, ACIIDS 2018 Dong Hoi City, Vietnam, March 19–21, 2018 Proceedings, Part I 123 Page 2 …
Designing AI
EF Churchill, P van Allen, M Kuniavsky – Inviting Young Scientists, 2018 – dl.acm.org
Page 37. NOVEMBER–DECEMBER 2018 INTERACTIONS 35 INTERACTIONS. ACM. ORG Elizabeth F. Churchill, Google Philip van Allen, ArtCenter College of Design Mike Kuniavsky, PARC DESIGNING AI AI techniques have …
Retention and Gamification: A Quantitative Study
D Luch – 2018 – search.proquest.com
… 48 Bots. ….49 … Retention …..102 Machine Learning and Bots …..103 …
Design and implementation of a gameplay UI for a MOBA mobile game
V Wahlroos – 2018 – aaltodoc.aalto.fi
… were missing. Some players took the missing HUD as a positive change that made the game more realistic and their focus was much more on the (non-player characters) NPCs and the environment of the game. 1 Another research …
AI-based music discovery application design
J Dornig – 2018 – politesi.polimi.it
Page 1. AI-based Music Discovery Application Design MSc Product Service System Design 2017/2018 Double Degree Program Candidate Jan Dornig Scuola del Design Tutor Davide Fassi College of Design and Innovation Tutor Sun Xiaohua Page 2. Page 3. •I• ABSTRACT …
The Role of Agency in the Design and Play of Exercise Video Games
M Kaos – 2018 – qspace.library.queensu.ca
Page 1. THE ROLE OF AGENCY IN THE DESIGN AND PLAY OF EXERCISE VIDEO GAMES By Maximus D. Kaos A thesis submitted to the School of Computing in conformity with the requirements for the Degree of Doctor of Philosophy Queen’s University …
How Players Speak to an Intelligent Game Character Using Natural Language Messages
F Allison, E Luger, K Hofmann – Transactions of the Digital Games …, 2018 – todigra.org
… One message specified its subject by naming help_bot (). Six messages lacked an explicit subject, because the intended subject was the same as the previous message; we label these as “Antecedent (implied)”. 20 Natural Language Messages Page 21 …
Dual Indicators to Analyse AI Benchmarks: Difficulty, Discrimination, Ability and Generality
F Martinez-Plumed… – IEEE Transactions on …, 2018 – ieeexplore.ieee.org
… games (eg, [4]) and relatively well in many arcade games (eg, [9]). This brings the potential to use them as non- player characters (NPC) or … Birds [18] or StarCraft [19] AI competitions) as well as the existing architectures for multi-purpose game agents and bots addressing them …
Massively Multiplayer Online Gamers’ Language: Argument for an M-Gamer Corpus
P Bawa – The Qualitative Report, 2018 – nsuworks.nova.edu
Page 1. The Qualitative Report Volume 23 | Number 11 Article 8 11-11-2018 Massively Multiplayer Online Gamers’ Language: Argument for an M-Gamer Corpus Papia Bawa Purdue University, pbawa@purdue.edu Follow this …
Influencing Behavior Unobtrusively in Virtual Gaming Environments.
IX Dominguez – 2018 – repository.lib.ncsu.edu
… 3 Page 17. example, re-engage players or prevent bots from gaining an unfair advantage 1.1 Thesis … 5 Page 19. property will affect player behavior can be controlled, for example, to determine if players are actively attentive and engaged, or for bot detection …
Artificial Intelligence for Business
R Akerkar – 2018 – Springer
Page 1. SPRINGER BRIEFS IN BUSINESS 123 Rajendra Akerkar Arti cial Intelligence for Business Page 2. SpringerBriefs in Business Page 3. More information about this series at http://www.springer.com/series/8860 Page 4. Rajendra Akerkar Artificial Intelligence for Business …
Using Player Modeling to Improve Automatic Playtesting
D Anghileri – 2018 – diva-portal.org
Page 1. IN DEGREE PROJECT INFORMATION AND COMMUNICATION TECHNOLOGY, SECOND CYCLE, 30 CREDITS , STOCKHOLM SWEDEN 2018 Using Player Modeling to Improve Automatic Playtesting DAVIDE ANGHILERI …
A Bermuda Triangle?
I Pettersson, F Lachner, AK Frison, A Riener… – Proceedings of the 2018 …, 2018 – dl.acm.org
Page 1. A Bermuda Triangle? – A Review of Method Application and Triangulation in User Experience Evaluation Ingrid Pettersson* Volvo Cars and Chalmers University of Technology Göteborg, Sweden ingrid.pettersson@volvocars.com …
Statistical Planning: Building Models of Entropy of Centralized Planning for Multi-Agent Systems
E Jacopin – 2018 56th Annual Allerton Conference on …, 2018 – ieeexplore.ieee.org
… fit the experimental measures. I. INTRODUCTION We consider the problem of providing macroscopic means of controlling the planning of the behaviors of non-player characters (NPCs) in video-games. In such multi-agents …
A two teraflop swarm
S Jones, M Studley, S Hauert… – Frontiers in Robotics and …, 2018 – frontiersin.org
We introduce the Xpuck swarm, a research platform with an aggregate raw processing power inexcess of two teraflops. The swarm uses 16 e-puck robots augmented with custom hardware thatuses the substantial CPU and GPU processing power available from modern mobile system …
Educational Game Design Fundamentals: A journey to creating intrinsically motivating learning experiences
G Kalmpourtzis – 2018 – taylorfrancis.com
Page 1. Page 2. Educational Game Design Fundamentals A Journey to Creating Intrinsically Motivating Learning Experiences Page 3. http://taylorandfrancis.com Page 4. Educational Game Design Fundamentals A Journey to Creating Intrinsically Motivating …
5 Panel discussions 5.1 Panel Discussion: Concurrency vs. Parallelism
A Bieniusa, HJ Boehm, M Herlihy… – New Challenges in …, 2018 – drops.dagstuhl.de
Page 27. Annette Bieniusa, Hans-J. Boehm, Maurice Herlihy, and Erez Petrank 25 5 Panel discussions 5.1 Panel Discussion: Concurrency vs. Parallelism Matthew Sinclair (AMD Research–Bellevue, US) License Creative Commons …
Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games
C Finseth – 2018 – books.google.com
Page 1. Adapting the Instructional Design of Digital Role-Playing Games TEACH LIKE CARLY FINSETH Studies in Gaming SERIESEDITOR Matthew Wilhelm Kapell Page 2. Teach Like a Gamer Page 3. STUDIES IN GAMING …
Investigation Into Game-based Crisis Scenario Modelling and Simulation System
P Praiwattana – 2018 – core.ac.uk
Page 1. INVESTIGATION INTO GAME-BASED CRISIS SCENARIO MODELLING AND SIMULATION SYSTEM Pisit Praiwattana A thesis submitted in partial fulfilment of the requirements of Liverpool John Moores University for the degree of Doctor of Philosophy June 2018 …
Digital Culture & Society (DCS): Vol. 4, Issue 1/2018-Rethinking AI: Neural Networks, Biometrics and the New Artificial Intelligence
R Reichert, M Fuchs, P Abend, A Richterich, K Wenz – 2018 – books.google.com
Page 1. Digital Culture & Society Ramón Reichert, Mathias Fuchs (eds.) Rethinking Al: Neural Networks, Biometrics and O the New Artificial Intelligence [transcript] Page 2. Digital Vol. 4, Issue 1/2018 Ramón Reichert, Mathias …
The Discourse of Online Live Streaming on Twitch: Communication between Conversation and Commentary
H Wirman – 2018 – academia.edu
Page 1. ß The Discourse of Online Live Streaming on Twitch: Communication between Conversation and Commentary PhD Candidate: Daniel Recktenwald, Department of English Hong Kong Polytechnic University Board of …
Narrative Games A Ludo-narratological Examination of Video Game Narrative Frederik R. Drescher Aalborg University
FR Drescher – academia.edu
Page 1. Running head: NARRATIVE GAMES 1 Narrative Games A Ludo-narratological Examination of Video Game Narrative Frederik R. Drescher Aalborg University Author Note Email Address: Frederikrexd@gmail.com Page 2. NARRATIVE GAMES DRESCHER 2 Abstract …
Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success
B Adamou – 2018 – books.google.com
Page 1. GAMES and GAMF(LATION nMARKET RESEARCH Increasing consumer engagement in research for business success Page 2. i Praise for Games and Gamification in market research ‘Incredibly well-written and insightful …
Design for an Art Therapy Robot: An Explorative Review of the Theoretical Foundations for Engaging in Emotional and Creative Painting with a Robot
M Cooney, M Menezes – Multimodal Technologies and Interaction, 2018 – mdpi.com
Next Article in Journal / Special Issue Reviews of Social Embodiment for Design of Non-Player Characters in Virtual Reality-Based Social Skill Training for Autistic Children. Previous Article in Journal Animals Make Music: A Look at Non-Human Musical Expression …