Companion characters are an important aspect of video games and appear in many different genres. Their role is typically to support the player as they progress through the game by helping to complete ...tasks or assisting in combat. However, oftentimes, these companion characters are limited in their ability to dynamically react to new situations and fail to properly assist the player.In this paper, we present a solution by improving upon the MimicA framework, which allows companion characters to emulate the human player. The framework takes a learn by observation approach by storing the game state when the player performs an action. This is then used by machine learning classifiers to determine what action to take and where it should be done. Because the framework makes little assumptions about the rules of the game and focuses on a single session experience, it is flexible enough to apply to a variety of different games and requires no prior training data. We have further improved the original MimicA framework by adding feature selection, n-gram analysis, an improved feedback system, random forest classifier, and a new system for picking a location for actions. In addition, we refactored and updated the original framework to make it easier to use for game developers and the game, Lord of Towers, which was used as a proof of concept. Further, we create another game, Lord of Caves, to demonstrate the flexibility of the new version of the framework. We validated our work using automated simulations and a user study. In our automated simulations, we found random forest was a consistently strong performer. Our user study found that the our implementation of n-grams was successful and 19 of 26 believed our framework would be useful to a game developer.
The incidence of academic dishonesty has been increasing throughout the past few decades. Past research has indicated that business students cheat more than their peers in other disciplines across ...the university. And, of particular concern to marketing educators, the current research finds that marketing majors cheat significantly more than their peers in other business disciplines. The research results also indicate that students are much more likely to cheat in situations in which friends (versus mere acquaintances) are involved. The study identifies a robust false consensus effect in which the respondents significantly overestimate the degree to which others cheat. Finally, the research investigates behaviors, beliefs, and propensities related to cheating on electronic exams. The article suggests tactical and strategic measures that business schools and their faculty can use to reduce the incidence of academic dishonesty.
Are Student Groups Dysfunctional? Chapman, Kenneth J.; Meuter, Matthew L.; Toy, Daniel ...
Journal of marketing education,
04/2010, Letnik:
32, Številka:
1
Journal Article
Recenzirano
In today’s business world, the ability to work efficiently and effectively in a team is mandatory to a business student’s success. Many employers rank “ability to work with a group” as one of the ...most important attributes for hiring business school graduates. Although an abundance of research has investigated group processes and dynamics during student group projects, no studies to date have specifically examined how instructors perceive the way in which students operate within their groups. The primary goal of this research is to address how student views regarding group work compare to those of their instructors. The results indicate that there are significant gaps between students’ opinions of their team experiences and the perceptions of the faculty who assign the group activities. The findings have implications for the use of team projects and the attitudes and behaviors instructors have regarding the efficacy of student groups.
This brief presents a novel approach to modeling gate bias-induced threshold-voltage (V th ) degradation in hydrogenated amorphous silicon thin-film transistors (TFTs). The V th degradation model is ...added to the SPICE 3.0 TFT device model to obtain a composite model and is verified by comparing the simulated V th shift with measured data in a TFT latch circuit.
How do people cognitively react to persuasive communications? This study addresses this question from a cognitive structure/cognitive response perspective. Emphasis is on the impact of belief ...discrepancy on cognitive response behavior and the relationship between cognitive response and cognitive structure constructs.
This article describes a standardization process for an introductory marketing course with multiple sections. The authors first outline the process used to develop a standardized set of marketing ...concepts to be used in all introductory marketing classes. They then discuss the benefits to both students and faculty that occur as a result of standardizing a required course that has multiple sections. Finally, they present results from a survey designed to assess student attitudes about the use of standardized marketing concepts within a course and across the curriculum. The results indicate that students value a standardized curriculum and appreciate more repetition of concepts within and between marketing classes. In addition, the survey results show that students who are introduced to the standardized set of concepts in their introductory marketing classes score higher on a knowledge test than students who are not exposed to the standardized set of concepts.
Companion characters are an important aspect of video games and appear in many different genres. Their role is typically to support the player as they progress through the game by helping to complete ...tasks or assisting in combat. However, oftentimes, these companion characters are limited in their ability to dynamically react to new situations and fail to properly assist the player.
In this paper, we present a solution by improving upon the MimicA framework, which allows companion characters to emulate the human player. The framework takes a learn by observation approach by storing the game state when the player performs an action. This is then used by machine learning classifiers to determine what action to take and where it should be done. Because the framework makes little assumptions about the rules of the game and focuses on a single session experience, it is flexible enough to apply to a variety of different games and requires no prior training data. We have further improved the original MimicA framework by adding feature selection, n-gram analysis, an improved feedback system, random forest classifier, and a new system for picking a location for actions. In addition, we refactored and updated the original framework to make it easier to use for game developers and the game, Lord of Towers, which was used as a proof of concept. Further, we create another game, Lord of Caves, to demonstrate the flexibility of the new version of the framework. We validated our work using automated simulations and a user study. In our automated simulations, we found random forest was a consistently strong performer. Our user study found that the our implementation of n-grams was successful and 19 of 26 believed our framework would be useful to a game developer.
A central assumption of a combined cognitive response/cognitive structure model of communication is that cognitive responses mediate message effects on belief, attitude, and behavioral intention ...elements of cognitive structure. This key proposition was tested in a laboratory experiment in which subjects were exposed to advertisements containing varying information about a new brand. The results suggest that either support or counterarguing partially mediate every effect of the ad content manipulations on all three elements of cognitive structure. However, cognitive responses did not mediate all of the treatment-induced variation in cognitive structure. Alternative explanations for the results and issues and directions for future theoretical development and research are discussed.