Since the beginning of computer games era, artificial intelligence (AI) has been a standard feature of games. The current emphasis in computer game AI is improving the quality of opponent AI. Our research question rea...Since the beginning of computer games era, artificial intelligence (AI) has been a standard feature of games. The current emphasis in computer game AI is improving the quality of opponent AI. Our research question reads: How can unsupervised online learning be incorporated in Computer Role Playing Game(CRPG) to improve the strategy of the opponent AI? Our goal is to use online evolutionary learning to design strategies that can defeat the opponent. So we apply a novel technique called dynamic scripting that realizes online adaptation of scripted opponent AI and report on experiments performed in a simulated CRPG to assess the adaptive performance obtained with the technique.展开更多
Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advanc...Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advancement in the Internet of Things,new research directions are paving the way in serious games.However,the internet connectivity of players in Internetof-things-enabled serious games is a matter of concern and has been worth investigating.Different studies on topologies,frameworks,and architecture of communication technologies are conducted to integrate them with serious games on machine and network levels.However,the Internet of things,whose core requirement is the provision of connectivity on the application layer,has different challenges for more dynamic applications such as serious games.The performance of Internet-of-things-enabled serious games depends on the type of infrastructure(wired,wireless)network and Mobile Ad-hoc Network(MANET)and is subtly different from one type of network to another.This paper investigates the connectivity challenges in the Internet-of-thingsenabled serious games using the mentioned infrastructure and identifies the core requirements for these games.It also aims to evaluate various parameters such as reliability,scalability,response time,to name a few,with varying infrastructure and network types.Results highlight the preliminary infrastructure finding and highlight the core setup for which the games are deployed.Moreover,this work will be a steppingstone for architecting the connectivity in serious games in a typical smart space with many infrastructures such as wired networks,wireless networks,and MANET.展开更多
In this study, we conduct research to estimate the elements of fun in card games. Previously, we tried to estimate the elements of fun by conducting a questionnaire to players, but the results were not good. Therefore...In this study, we conduct research to estimate the elements of fun in card games. Previously, we tried to estimate the elements of fun by conducting a questionnaire to players, but the results were not good. Therefore, we propose an analysis using the player’s biological information to make a more accurate estimation. Specifically, we try to elucidate the elements of fun by having a player who is playing a game wear a smart watch, and measuring and analyzing the heart rate of that player. This paper conducts an experiment to determine whether our intended data can be collected. As a result, it was found that there is a response to the heart rate in a specific scene, and there is a possibility that the intended data can be collected. We plan to conduct larger experiments in the future.展开更多
文摘Since the beginning of computer games era, artificial intelligence (AI) has been a standard feature of games. The current emphasis in computer game AI is improving the quality of opponent AI. Our research question reads: How can unsupervised online learning be incorporated in Computer Role Playing Game(CRPG) to improve the strategy of the opponent AI? Our goal is to use online evolutionary learning to design strategies that can defeat the opponent. So we apply a novel technique called dynamic scripting that realizes online adaptation of scripted opponent AI and report on experiments performed in a simulated CRPG to assess the adaptive performance obtained with the technique.
基金This research is supported by the Ministry of Culture,Sports and Tourism and Korea Creative Content Agency(Project Number:R2020040243)by the National Research Foundation of Korea(NRF)Grant funded by the Korean government under Grant NRF-2021R1I1A1A01045177.
文摘Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advancement in the Internet of Things,new research directions are paving the way in serious games.However,the internet connectivity of players in Internetof-things-enabled serious games is a matter of concern and has been worth investigating.Different studies on topologies,frameworks,and architecture of communication technologies are conducted to integrate them with serious games on machine and network levels.However,the Internet of things,whose core requirement is the provision of connectivity on the application layer,has different challenges for more dynamic applications such as serious games.The performance of Internet-of-things-enabled serious games depends on the type of infrastructure(wired,wireless)network and Mobile Ad-hoc Network(MANET)and is subtly different from one type of network to another.This paper investigates the connectivity challenges in the Internet-of-thingsenabled serious games using the mentioned infrastructure and identifies the core requirements for these games.It also aims to evaluate various parameters such as reliability,scalability,response time,to name a few,with varying infrastructure and network types.Results highlight the preliminary infrastructure finding and highlight the core setup for which the games are deployed.Moreover,this work will be a steppingstone for architecting the connectivity in serious games in a typical smart space with many infrastructures such as wired networks,wireless networks,and MANET.
文摘In this study, we conduct research to estimate the elements of fun in card games. Previously, we tried to estimate the elements of fun by conducting a questionnaire to players, but the results were not good. Therefore, we propose an analysis using the player’s biological information to make a more accurate estimation. Specifically, we try to elucidate the elements of fun by having a player who is playing a game wear a smart watch, and measuring and analyzing the heart rate of that player. This paper conducts an experiment to determine whether our intended data can be collected. As a result, it was found that there is a response to the heart rate in a specific scene, and there is a possibility that the intended data can be collected. We plan to conduct larger experiments in the future.