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Garrett Eastman

Team Blockhead Wars: Generating FPS Weapons in a Multiplayer Environment - 0 views

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    Abstract :"We present an attempt at exploring the search space of weapons in team-based multiplayer First-Person Shooters (FPS). At the foundation of the experiment is Team Block- head Wars (TBHW), a game that we developed for the pur- poses of this project. TBHW allows human players to enjoy classic multiplayer FPS gameplay and uses a genetic algo- rithm to continuously generate new weapons. A weapon's genome consists of ten real-valued parameters, which to- gether form a vast search space that includes common FPS weapon tropes. The evaluation function scores weapons on the basis of their use by players. The game also generates 3D meshes to visually represent the generated weapons for easy player recognition. While TBHW is work in progress, preliminary results are encouraging."
Garrett Eastman

A Quantitative Approach for Modeling and Personalizing Player Experience in First-Perso... - 0 views

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    Abstract: "In this paper, we describe a methodology for capturing player experience while interacting with a game and we present a data-driven approach for modeling this interaction. We believe the best way to adapt games to a speci c player is to use quantitative models of player ex- perience derived from the in-game interaction. Therefore, we rely on crowd-sourced data collected about game context, players behavior and players self-reports of di erent a ective states. Based on this informa- tion, we construct estimators of player experience using neuroevolution- ary preference learning. We present the experimental setup and the re- sults obtained from a recent case study where accurate estimators were constructed based on information collected from players playing a rst- person shooter game. The framework presented is part of a bigger picture where the generated models are utilized to tailor content generation to particular player's needs and playing characteristics."
Garrett Eastman

Books on Google Play Interactive Storytelling for Video Games: Proven Writing Techni... - 0 views

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    Recently published by CRC Press, excerpts on Google Books. "expert advice you need to generate compelling and original game concepts and narratives."
Garrett Eastman

Target Selection for AI Companions in FPS Games - 0 views

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    Abstract: "Non-player Characters (NPCs) that accompany the player en- able a single player to participate in team-based experiences, improving immersion and allowing for more complex game- play. In this context, an Artificial Intelligence (AI) teammate should make good combat decisions, supporting the player and optimizing combat resolution. Here we investigate the target selection problem, which consists of picking the op- timal enemy as a target in a modern war game. We look at how the companion's different strategies can influence the outcome of combat, and by analyzing a variety of non-trivial First Person Shooter (FPS) scenarios show that a mathemat- ically simple approach significantly improves over common strategies typically found in games, and can achieve results similar to much more expensive look-up tree approaches. This work has applications in practical game design, show- ing that simple, computationally efficient target selection can make an excellent target selection heuristic"
Garrett Eastman

A Framework for Quantitative Analysis of User-Generated Spatial Data - 0 views

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    Abstract: "This paper proposes a new framework for automated analysis of game-play metrics for aiding game designers in nding out the critical aspects of the game caused by factors like design modi cations, change in playing style, etc. The core of the algorithm measures similarity between spatial distribution of user generated in-game events and automatically ranks them in order of importance. The feasibility of the method is demonstrated on a data set collected from a modern, multiplayer First Person Shooter, together with application examples of its use. The proposed framework can be used to accompany traditional testing tools and make the game design process more efficient."
Garrett Eastman

What makes a video game fun: An investigation into the expectations of playing First Pe... - 0 views

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    Abstract: "Through the use of an online discussion, this study collected the detailed perspectives of 29 'hardcore' and 'casual' gamers, regarding the topic of FPS video games. It investigates what the gamers want in a FPS by means of an online discussion which builds on the benefits of both ethnography and focus group methodologies. Since the study's main goal was exploratory, a qualitative approach was considered the most appropriate; in addition to this, the method used to collect the data was done within a grounded theory framework. This study finds that, though graphics have historically been a major factor in driving the success of a FPS video game, this is no longer the case. Gamers expect there to be a balance between the different components, with a more holistic gaming experience desired, and that too much focus on one component at the expense of another will result in an unsatisfactory video game experience. This can be seen in comments given by the participants indicating too much emphasis of the graphics quality in a FPS and not enough on story or the multiplayer aspects results in a video game which is neither fun nor praiseworthy. The latter is perceived significant as with such an oversaturation in the video game market, developers rely heavily on positive word of mouth to advertise their games. This study's main goal was to develop a better understanding of the expectations of gamers regarding FPS; in doing so, it has laid out the basis for producing a 'magic formula' for a great FPS video game. It has also highlighted several other areas which need further investigation in order to better understand the behavioural motives and actions of gamers from both 'hardcore' and 'casual' communities."
Garrett Eastman

Establishing a New Framework to Measure Challenge, Control and Goals in Different Game ... - 0 views

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    Abstract: "For over 40 years, researchers investigated utilizing video games for education. Some of that research focused on the type of pedagogical content to embed in a game and how to integrate it, while others emphasized how to preserve the inherent intrinsic motivation in games. One of the many factors that could affect motivation and learning in video games is the different intrapersonal elements and attributes of games. In order to test those attributes' effect on motivation and learning we need to be able to define them and clearly establish a method for measuring them. The object of this study is to establish a framework for measuring three of these attributes, Challenge, Control and Goals, based on user perception. This framework is an initial step to establish a clear metric for measuring those attributes in five different game genres: First-Person Shooter, Racing, RPG, Arcade and Sports."
Garrett Eastman

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

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    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
Garrett Eastman

OPENGL BASED 3D FIRS T PERSON SHOOTING GA MES - DESIGN CONCERN S - 0 views

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    Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high processing p ower computers, high speed internet and smart sensing devices ranging from general mouse to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many famous 3D video game design software as the back end framework. In this paper we present our experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D environment building, navigating, character animation, lighting, sound and shooting is described. Specially OpenGL based concepts are discussed for clear understanding of the concepts."
Garrett Eastman

Bringing Online Gaming to the Cloud: a Case Study - 0 views

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    Abstract: "the boom of Cloud Computing services in the recent years has created new opportunities and removed many of the limitations that are typically tied to software deployed on the Internet. It has been shown that the development of online games can benefit from the integration of Cloud services into their design in order to solve many of the problems that plague their development and maintenance. In this paper, we first discuss the current designs of online gaming architectures and present their limits. The solutions offered by using Cloud services in respect to these video games are then explored and the new problems that arise from this combination are addressed. We also present a case study by deploying an online First Person Shooter multiplayer video game on currently available Cloud infrastructures (using Amazon Elastic Compute Cloud) and detailing our architecture specifically designed for this purpose. We show that, where once entering the market of online games was solely affordable by big companies due to the high infrastructure costs, a single person could now create and deploy an online game."
Garrett Eastman

From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest ... - 0 views

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    From the abstract: "Our goal is to create a better understanding on how to design encounters that affect interest levels in linear FPS games. Specifically, how exactly a player's interest levels can be raised intentionally. To accomplish this, we developed a method for measuring and comparing player interest levels based on electroencephalogram (EEG) data measured using a "Neurosky Mindset" unit, which is a commercially available EEG device. We measured player EEG data for the first 4 levels of the FPS game "Call of Duty: Modern Warfare 2" and calculated player interest levels for the entire length of gameplay. By referring to recorded gameplay videos, we were able to associate each increase in interest levels for each player to a specific point in game. From this data, we found and isolated points in each level where most players showed a rise in interest levels, and discovered that certain patterns existed between these situations. These findings led to another study where we further analyzed these situations and found out what factors caused most players to show a rise in interest levels. We were able to divide these factors into 6 different categories called Triggers: "Anticipation", "Concentration", "Surprise", "Frustration", "Overwhelm" and "Fear". As these triggers represent mutually exclusive elements that affect a player's interest levels, we found that in most situations where many test subjects showed a rise in interest levels, more than one trigger is present, a phenomenon we call Stacking. While our study is still ongoing, we believe that by using these triggers as guidelines, game designers will be able to intentionally plan and control the player's interest level for FPS games with a certain level of guarantee"
Garrett Eastman

CODE HERO | Primer - 0 views

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    Game that teaches you how to code games, among other uses. Received significant Kickstarter funding. "Code Hero is a co-op first-person science shooter where you use the code gun to manipulate code. Your code gun can copy code like new items and fire it like ammunition to do new things. You can edit new code to do anything you can imagine."
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