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.
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."
Abstract: "Abstract
Game developers spend a large portion of their time developing and
tweaking the articial 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 specic 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-specic language containing the necessary
elements to describe and execute strategies to achieve goals in a real-time
video game. We develop a domain-specic language to express strategies
for computer controlled actors using techniques commonly found in em-
bedded domain-specic languages, and in particular embedded domain-
specic 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-specic language developed in this thesis"