This chapter surveys the research of us and others into applying evolutionary algorithms and other forms of computational intelligence to various aspects of racing games. We first discuss the various ...roles of computational intelligence in games, and then go on to describe the evolution of different types of car controllers, modelling of players’ driving styles, evolution of racing tracks, comparisons of evolution with other forms of reinforcement learning, and modelling and controlling physical cars. It is suggested that computational intelligence can be used in different but complementary ways in racing games, and that there is unrealised potential for cross-fertilisation between research in evolutionary robotics and CI for games.
Computer games and serious geographic information systems (GIS) share many requirements with regard to storage, exchange, and visualization of geographic data. Furthermore, there is a demand for ...high-fidelity photo-realistic and non-photo-realistic visualization. This poses at least two questions: Is there a single data format standard suitable for serious GIS-based applications and computer games that supports state-of-the-art visual quality? How can computer games and serious applications benefit from each other, especially platform-wise? In this paper we will investigate both questions by taking a closer look at the CityGML standard in comparison to COLLADA and we will report on our findings in integrating CityGML with mainstream game technology. The main contribution of this paper to the field is a suggested way of integrating an important features of CityGML and Collada for high-quality visualization, i.e. programmable shader effects, and demonstrating the feasibility of employing a game console as a cheap and widely available device for geodata visualization and possibly other geodata-centric applications.
This study aimed at investigating the effect of sleep deprivation and retroactive interference on offline learning in tennis simulated game. Based on the questionnaires related to the variables under ...study, 50 female students of Semnan University (age range 19-25 years) were selected as the sample and divided into 5 groups: perfect sleep, sleep deprivation, perfect sleep and retroactive interference, sleep deprivation and retroactive intervention and training with rest interval less than 1 hour. A tennis simulated game (with rules and scoring similar to a real game) was performed to measure offline learning. One-way ANOVA and ANOVA with repeated measures were used for inferential statistics at a significance level (P≤0.05). The results showed that the differences in offline learning (Sig=0.001) and retention scores (Sig=0.001) were significant among the research groups. In those groups with sufficient rest intervals between each two sessions and full rest, the level of their performance was higher in the next day than the previous day. Opposite effects were observed with sleep deprivation and retroactive interference. Therefore, those who are learning a skill should pay attention to their daily activities and sleep patterns to prevent a disruption to skill learning and to take advantage of their practices.
The paper presents the results of Educational computer's game application for social skills training by recognizing and naming emotions in children with Autism spectrum disorder (ASD). The ...educational computer game was developed on the basis of the ability model of Emotional intelligence. The main target of the game is to develop skills in children with ASD for emotional recognition, understanding and naming using story-based (plot) pictures and emoticons. The educational computer game was incorporated in the e-learning platform Moodle. The paper presents a case of a child with ASD and the results from a repeated application of the game. An analysis was made of the upgrading the skills for recognizing the emotions by counting the mistakes, searching for additional information, correct and false attempts in the individual modules of the game as well as the time for completing the tasks. Additionally, a survey for the parents was applied to collect information about the behavior of the child, his interest in the game and his motivation. The results show the need for short instruction, use of simple words and the game's positive effect on recognizing emotions.
The article presents the academic views of narrative in the interactive environment particularly in computer games. The relationship between stories and games is examined from the perspective of ...ludology and narratology in order to understand how computer games work as a medium for storytelling. E-Learning software is thus analyzed as computer games and several issues pertaining to the lethargic stage of educational software development are raised. Then, two versions of e-Learning prototypes are demonstrated and discussed.
Machine Learning Approach for the Game Mechanics Problem in Computer Games Belov, Alexsandr V.; Sapozhnikov, Artem A.; Semichasnov, Iliya V.
2021 International Conference on Quality Management, Transport and Information Security, Information Technologies (IT&QM&IS),
2021-Sept.-6
Conference Proceeding
The purpose of this work is to develop algorithms and game mechanics for controlling the car driving along a track using a genetic algorithm for training a neural network with the ability to save and ...load the obtained weights during training. A genetic algorithm and a neural network were developed using the C ++ programming language without extraneous libraries. To find effective approaches and parameters of the genetic algorithm are experimentally tested and statistically analyzed some various of fitness function, selection methods and population sizes. Due to the results of experiments the final training is done. Moreover, comparison with the result of real player is made.
During the last decade, escape rooms have become a popular place of amusement. Escape the Room is best described as a combination of LARP (Live Action Role Play), scavenger hunt, and Sherlock Holmes. ...The players are immersed in a scenario and have a set amount of time to solve a variety of puzzles using the materials and information provided to move from one room to the next until they can finally leave the building. While escape rooms are mainly deployed for team-building activities or entertainment, there are further fields of application. In an interdisciplinary project at Johannes Kepler University Linz, we adapted escape rooms for educational purposes. The Institute of Business Informatics - Software Engineering and the School of Education developed three escape room games designed to impart the principles of computer science to a younger audience in a fun way. The players can select a board game, a computer game, or a real-life game, each with its unique story, puzzles, and hints. The game variants focus on computer science but can be expanded and adapted to other subjects. As all the constructions and puzzles show a flexible design, they can be adapted to the educational level of the respective target group (primary level, secondary I + II, teacher training, and university courses) and abilities of students. Each game contains additional bonus material for experienced players. Due to the COVID-19 pandemic, the test phase of all three escape room game variants was postponed but is planned to continue in autumn 2021.
Robotic arm skate for stroke rehabilitation Chee Kit Wong; Jordan, K.; King, M.
2011 IEEE International Conference on Rehabilitation Robotics,
01/2011, Letnik:
2011
Conference Proceeding, Journal Article
Upper limb paresis after stroke greatly affects the performance of Activities of Daily Living (ADL). Unfortunately, rehabilitation for upper limb impairment can have poor results. The current ...robot-assisted devices are expensive and not readily accessible for homecare. This paper presents the development of a low-cost tabletop robotic device for upper limb rehabilitation. Conceptually, patients perform computer-based goal-directed tasks using the robotic platform. Their progress is monitored and intervention, in the form of assistance or resistance, is introduced accordingly. A prototype platform is described. Experiments demonstrate the ability of the device to provide the necessary forces during movement exercises, in relation to task completion progress, device and target location. Appropriate exercises need to be developed before clinical trials can proceed.
Computer game 1 is a research field, an important research direction in the field of artificial intelligence, and an important scientific research foundation in the field of machine intelligence, ...wargame deduction, intelligent decision system and other artificial intelligence. Machine game is considered to be one of the most challenging research directions in the field of artificial intelligence. As a member of computer game, military game is a game with incomplete and asymmetric information. One of the important links is that both sides need to play according to their own wishes in advance. It can be said that in the computer Military game, the layout affects the outcome of the whole game to a certain extent. In order to solve the problem of layout choice in practice, this paper proposes a random layout algorithm based on Fisher Yates shuffle algorithm, which can be used to generate absolutely random military chess layout, test the existing layout and program strength, and find the most suitable layout for the determined combat strategy and style. Compared with the previous method of generating a large amount of test data randomly, it can solve the problem. The new algorithm optimizes the original 25! times to 50 times, and optimizes the algorithm from O (n 2 ) of Fisher algorithm to O(n), so researchers can have more energy to find the best way for different strategies, which objectively strengthens the combat capability of the program. And it weakens the influence of human factors in the test and reduces the dependence on human intelligence in computer game.
This paper introduces the main algorithms used in Amazon game system, and mainly studies the number of threads in parallel PVS algorithm based on OpenMp. In view of the low utilization of computer ...hardware by the current algorithm, this paper improves the efficiency of the algorithm by changing the number of parallel algorithm threads to be equal to the number of CPU cores, and draws a conclusion that the multi-core resources can be maximized when the number of parallel algorithm threads is equal to the number of CPU cores. This paper studies the design of the opening Library of Amazon chess, puts forward the design idea of the opening Library of Amazon chess and the necessity of the opening library system.