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Garrett Eastman

Strategies for real-time video games - 0 views

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    Abstract: "Abstract Game developers spend a large portion of their time developing and tweaking the arti cial intelligence in video games. Problems related to productivity in the development of AI have been solved using various modeling techniques in the eld of AI, language design and easier to use editors. Using a domain speci c language to assist in describing AI can increase productivity in this area. In addition to this, game developers can be relieved from irrelevant tasks such as worrying about performance, correctness of the implementation, memory management and optimiza- tion data structures and focus on the high level description of the game play. In this thesis, we focus on real-time video games and we investigate the development of a domain-speci c language containing the necessary elements to describe and execute strategies to achieve goals in a real-time video game. We develop a domain-speci c language to express strategies for computer controlled actors using techniques commonly found in em- bedded domain-speci c languages, and in particular embedded domain- speci c languages in Haskell. To demonstrate this language we have developed a prototype of a real-time strategy game that uses strategies implemented using the domain-speci c language developed in this thesis"
Garrett Eastman

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games - 0 views

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    Abstract: "Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of 'playing like a team' which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework's utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements."
Garrett Eastman

ACHIEVING REAL-TIME SOFT SHADOWS USING LAYERED VARIANCE SHADOW MAPS (LVSM) IN A REAL-TI... - 0 views

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    "Abstract. While building a game engine in Microsoft XNA 4 that pow- ered a RTS (real-time strategy) tower defense type game, we were faced with the issue of increasing the amount of visual feedback received by the player and adding value to the gameplay by creating a more immersive atmosphere. This is a common goal shared by all games, and with the recent advancements in graphics hardware (namely OpenGL, DirectX and the advent of programmable shaders) it has become a necessity. In this pa- per we will build upon the shadowing techniques known as VSM (variance shadow map) and LVSM (layered variance shadow map) and discuss some of the issues and optimizations we employed in order to add real-time soft shadowing capabilities to our game engine."
Garrett Eastman

Behaviour Oriented Design for Real-Time-Strategy Games - 0 views

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    From the abstract: "Here we demonstrate for the first time the iterative development of agent behaviour for a real-time strategy game (here StarCraft) utilising Behaviour Oriented Design (BOD) [7]. BOD provides focus on the robust creation and easy adjustment of modular and hierarchical cognitive agents. We demonstrate BOD's usage in creating an AI capable of playing the StarCraft character the Zerg hive mind, and document its performance against a variety of opponent AI systems. In describing our tool-driven development process, we also describe the new Abode IDE, provide a brief literature review situating BOD in the AI game literature, and propose possible future work."
Garrett Eastman

Are All Games Equally Cloud-Gaming-Friendly? - 0 views

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    Abstract: "Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming and optimize the operation cost of data centers."
Garrett Eastman

Using Biometric Measurement in Real - Time as a Sympathetic System in Computer Games - 0 views

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    Abstract: "With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This pa per assesses the ability to use a form of biometric measurement, heart rate, in real - time to improve the challenge and enjoyment of a game by catering it to individuals of varying ability . While the findings of this study are valuable to game developers in terested in providing additional dimensions to gameplay and testing, they may also be useful for those researching medical or the rapeutic applications for games . The results suggest that although the tested game was inherently challenging and enjoyable, t he adaptive affective gameplay was not altering the game enough to induce strong physiological or emotional responses from participants. Biofeedback games lend themselves to medical applications, but adaptive affective games can be used to respond sympathe tically to the player without requiring direct control of physiological responses as a form of input."
Garrett Eastman

The Brigade Renderer: A Path Tracer for Real-Time Games - 0 views

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    Abstract: "We present the Brigade renderer: an efficient system that uses the path tracing algorithm to produce images for real-time games. We describe the architecture of the Brigade renderer, and provide implementation details. We describe two games that have been created using Brigade."
Garrett Eastman

Word Wars - 0 views

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    "Show the world your word sleuthing skills!" "HTML5 real time word game"
Garrett Eastman

How close are we to truly photorealistic, real-time games? - 0 views

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    DICE Summit talk from Epic Games founder Tim Sweeney on exponentially increasing computing power and its impact on games
Garrett Eastman

Developing Infrastructures for Online Games and Distance Learning using RTF - 0 views

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    RTF (Real Time Framework) with one of the cases implementation of multiplayer online games on multiple servers
Garrett Eastman

DEVELOPING A SERIOUS GAME FOR CONSTRUCTION PLANNING AND SCHEDULING EDUCATION - 0 views

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    From the abstract: "A serious game for construction planning and scheduling education must provide an authentic environment for gameplay. To achieve this requirement, the game environment must be created from CAD drawings of a real project. The game engine must have components for providing timely scaffolding and support to the user. Storing the vast amount of data for a real project requires data structures optimized for fast rendering at the same time easily accessing and manipulating building elements and element data. This paper discusses a game engine developed for creating construction planning and scheduling educational games. The game engine is designed from scratch for performance and flexibility. It includes a component for directly importing data from a Revit model for building the game environment, interfaces Microsoft Project for scheduling, includes a feedback module, and a scoring system for measuring user performance."
Garrett Eastman

Real-time Rendering of Burning Solid Objects in Video Games - 0 views

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    "Objects in 3D games are typically shell models, a polygon mesh representing the shell or skin of the object. While emulation of the behaviour of shell models under combustion is sucient for many game applications and is fairly well studied, solid objects do in fact burn rather di erently than shell objects. We show how to manipulate shell models so that they appear to burn as solid models. Since our burning objects will be only a small part of a video game, computation speed is of the essence. We demonstrate that our method uses only a fraction of the computational power available by implementing the computation on a modest GPU using CUDA."
Garrett Eastman

RTSenv: An Experimental Environment for Real-Time Strategy Games on Multi-Clusters - 0 views

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    Introduces RTSenv, "configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios"
Garrett Eastman

Should I worry about my son's gaming obsession? - Video Games - Salon.com - 0 views

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    A father describes how, despite his efforts to the contrary, both his sons are deeply involved in video games, highly accomplished, and travel great distances and time to visit fellow players and participate in gaming events. Whether this is at the expense of social skills, interactions and real life is considered.
Garrett Eastman

Archicraft: video game, architecture, Electronic entertainment research center - 0 views

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    Abstract: Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
Garrett Eastman

Real - time Rendering of Melt ing Objects in Video Games - 0 views

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    Abstract: "We present a method for simulating the melting and owing of material in burning objects fast enough to be of use in video games where most of the graphical and computational resources are needed elsewhere. The standard practice of us- ing particle engines or uid dynamics for melting are far too costly for use in this environment. We demonstrate that our method, which is based on systematic polygonal expanding and folding, uses only a fraction of the computational power avail- able by implementing the computation on a very modest GPU using CUDA"
Garrett Eastman

Honoring the Code: Conversations With Great Game Designers - 1 views

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    Published 2013 and excerpted in Google Books. From the description: "In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications."
Garrett Eastman

PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
Garrett Eastman

Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii - 0 views

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    Abstract: "This paper explores the consequences of using the game engine Unity to construct 3-D models of Pompeian houses, linked to art and spatial databases, as an ongoing research colloquium for advanced undergraduate and graduate students in the humanities. Rather than serving as a neutral piece of visualization software, the game engine functions as critical tool because, more than any other visualization platform, it permits real time, embodied movement through the houses. One outcome of such embodied movement has been the recognition that the traditional vocabulary for describing space in Pompeii is inadequate, and a much more careful methodology is required, using network topology and visibility graph analysis to establish spatial profiles for the rooms. As they construct the models in Unity, students also encounter the contradiction between the texture pipeline used to produce immersion in games and the emphasis on accuracy and scientific objectivity found in cultural heritage discourse, a discourse which paradoxically also stresses immersion. Finally, the game engine encourages students to consider the rhetoric of embodied play in the Pompeian decorative ensembles themselves."
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