December 8, 2010
Speaking of game AI…two Pac-Man-related links are making the blog rounds these days – one of them is new.
The new one is Chad Birch’s “Understanding Pac-Man Ghost Behavior”. It is clear and well illustrated.
As Chad points out, he was inspired by and used Jamey Pittman’s “Pac-Man Dossier”. This is a nice resource.
It also seems that I haven’t previously blogged Don Hodges’ fix to a bug in the behavior of two of the ghosts. (The bug-fixing of classic videogames is a topic we will return to in the future.)
Of course, the ghosts need a Pac-Man to chase. I have previously linked to a Ms. Pac-Man computer player competition. Of specific interest is this paper on evolving rules to play Ms. Pac-Man (seems that I have not directly linked it before).
(Post title is of course a play on the “magnets…” meme.)
2 Comments |
AI, games, rules, video games | Tagged: AI, games, magnets...how do they work?, Ms. Pac-Man, Pac-Man, rules, video games |
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Posted by Karl W. Reinsch
December 7, 2010
The folks at the PokerStars online poker service actively police their games to make sure that bots are not being used to gain advantage.
Here’s a recent post from their Game Security staff demonstrating that they paid a visit to one player in order to witness the playing and playstyle in person.
It ends with the following wonderful quote:
We are pleased to report, however, that ‘rs03rs03′ is human.
(I also thought JWZ’s take on it was amusing. But you would need to have read Neuromancer to get it.)
1 Comment |
AI, games, video games | Tagged: AI, games, poker, PokerStars, Turing Police, video games, William Gibson |
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Posted by Karl W. Reinsch
September 21, 2010
Researcher Daphne Bavelier is back with more videogame research. Once again, the study used The Sims 2, Call Of Duty 2, and Unreal Tournament.
The results of this study showed that those who played the action games made quicker decisions:
“In the problem-solving exercise, the action-game players made decisions 25 percent faster than the strategy group, while answering the same number of questions correctly.”
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brain science, Uncategorized, video games | Tagged: brain, brain science, Call of Duty 2, The Sims 2, This Is Your Brain On Videogames, Unreal Tournament 2004, videogames |
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Posted by Karl W. Reinsch
September 13, 2010
It is always interesting to see computing power used to completely solve a game such as Connect Four or Checkers.
Now, it has been proven that every position of a Rubik’s Cube can be solved in 20 moves or less.
“It took fifteen years after the introduction of the Cube to find the first position that provably requires twenty moves to solve; it is appropriate that fifteen years after that, we prove that twenty moves suffice for all positions.”
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games | Tagged: checkers, Connect Four, Rubik's Cube |
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Posted by Karl W. Reinsch
August 2, 2010
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AI, games, rules, video games | Tagged: AI, artificial intelligence, expert systems, games, John E. Laird, Michael van Lent, rule engines, rules, videogames |
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Posted by Karl W. Reinsch
March 17, 2010
Here’s the video for an interesting speech by Jesse Schell entitled “Design Outside The Box.”
Topics of the speech include:
- the psychology of games – making them sticky
- the consumer desire for realism and authenticity as a recent trend
- technological convergence/divergence of devices, the iPhone, the iPad, and the “pocket exception”
- the possibility of game achievements improving behavior
- the fact that there are more FarmVille players on FaceBook than there are Twitter accounts
Achievements are already leaking over to non-games, some items that could have been mentioned:
Read the rest of this entry »
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games, video games | Tagged: Amazon.com, FaceBook, FarmVille, Microsoft, Microsoft Office, Netflix, Ribbon Hero, Twitter, video games, XBox 360 |
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Posted by Karl W. Reinsch
March 16, 2010
A neat article by J.P. LeBreton looking back at the design and play style of the original Doom. As J.P. says:
Doom feels more like 1st person Robotron than a modern FPS
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games, video games | Tagged: Dallas Gaming Mafia, Doom, first person shooter, FPS, id Software, Robotron: 2084 |
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Posted by Karl W. Reinsch
February 3, 2010
The article is a bit old now (June 2009), but Wired had an interesting interview with Vivek Kundra about Data.gov. This is the usual Web 2.0 pitch about making data transparent and available and hoping that crowdsourcing will magically create useful things.
I will however admit to having been intrigued by the concept of one of the apps mentioned in the article:
In DC, someone combined several of the data sets released by local government—maps, liquor license info, crime statistics—into an app called Stumble Safely, which shows users the safest way to walk home when drunk.
Now someone just needs to mash it up with some augmented reality software or turn-by-turn GPS directions (“Turn left at the next corner. Stagger 2 blocks east. Try not to walk into that telephone pole.”).
Also of interest is DataMasher, which I spotted on LifeHacker. It appears to be a site for mashing up various government data sources. You can also save your own mashup and make it available to others. Looks interesting. So far, the Highest Rated and Most Discussed mashups seem to focus on health, mortality, guns, alcohol, obesity, and reproduction.
Finally, if you’ve read Freakonomics, check out this article on “bad boy” baby names as a predictor of behavior.
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datamining, games, video games | Tagged: baby names, crowdsourcing, data, datamining, Freakonomics, government, mashup, Web 2.0 |
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Posted by Karl W. Reinsch
February 3, 2010
The rise of the online always-on videogame opens a new world of stat tracking. The recent changes is this area are well beyond simple high score boards or achievements/trophies. For example, consider the article “You Are Being Watched” from a recent issue of the Official Xbox Magazine. The article details the datamining that Bungie is doing for Halo 3 and Halo 3: ODST, that Criterion is doing for Burnout Paradise, and Valve is doing for Team Fortress 2 and Left 4 Dead.
All of these companies are gathering data that shows them how their games are really being played. One usage for this data is to potentially make improvements and bug fixes. In the case of Bungie, players can actually log onto bungie.net and see their own stats and own personal heat maps for the matches they have played. Valve shares some of the overall data, and has recently started adding personalized data (for Steam players only).
For the personalized data, it would be interesting to see some numbers for how many players actually review their stats and whether it has an impact on their playing.
See also:
While I’m clearing out the videogame datamining links…
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datamining, games, video games | Tagged: Bungie, Burnout, Burnout Paradise, Counter-Strike, Criterion Games, datamining, games, Halo, Halo 3, Halo 3: OSDT, Left 4 Dead, Microsoft, neural network, Neuroph, Nintendo, Steam, Team Fortress 2, Valve Corporation, videogames, Wii, Xbox, Xbox Live |
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Posted by Karl W. Reinsch