Player and Game State Classes Part 1

2021 ◽  
pp. 211-261
Author(s):  
Victor G Brusca
Keyword(s):  
2021 ◽  
Author(s):  
Alexander Dockhorn ◽  
Jorge Hurtado-Grueso ◽  
Dominik Jeurissen ◽  
Linjie Xu ◽  
Diego Perez-Liebana

Author(s):  
Noah Kellman

Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.


2013 ◽  
pp. 289-296
Author(s):  
Arjan Egges ◽  
Jeroen D. Fokker ◽  
Mark H. Overmars
Keyword(s):  

2019 ◽  
pp. 1164-1191
Author(s):  
Fotios Papadopoulos ◽  
Kerstin Dautenhahn ◽  
Wan Ching Ho

This book chapter describes the implementation, testing, and evaluation of the first prototype of the “AIBOcom” system, which allows remote users to play an interactive game cooperatively each using a pet-like robot as a social mediator. An exploratory pilot study tested this remote communication system with 10 pairs of participants who were exposed to two experimental conditions characterised by two different modes of synchronisation between the two robots that each interacts locally with the participant. In one mode, the robots incrementally affected each other's behaviour, while in the other, the robots mirrored each other's behaviour. Instruments used in this study include questionnaires, video observations and log files for the game state. The authors used various techniques to measure engagement and synchronization such as quantitative (e.g. rate of occurrence and average values) as well as qualitative measurements. In an exploratory data analysis, these multiple sources of data reflecting participant performance and characteristics were analyzed. Significant correlations were found and presented between the participants as well as participants' preferences and overall acceptance of such communication media. Findings indicate that participants preferred the mirroring mode, and that in this pilot study, robot-assisted remote communication was considered desirable and acceptable to the participants. Furthermore, the existence of interaction variations among different demographic groups was found, while this chapter lists and interprets the most significant effects.


Author(s):  
Sergei Gorlatch ◽  
Frank Glinka ◽  
Alexander Ploss ◽  
Dominik Meiländer

This chapter describes a novel, high-level approach to designing and executing online computer games. The approach is based on our Real-Time Framework (RTF) and suits a wide spectrum of online games including Massively Multiplayer Online Games (MMOG) and First-Person Shooters (FPS). The authors address major design issues like data structures and Area of Interest (AoI), with a special focus on the scalability of games implemented on multiple servers, including distribution of the game state, inter-server communication, object serialization and migration, etc. The chapter illustrates the approach with two case studies: the design of a new multi-player online game and bringing the single-server commercial game Quake 3 to multiple servers in order to increase the number of simultaneous players. The authors show the place of their approach in the taxonomy of game development approaches, and they report experimental results on the performance of games developed using RTF.


Author(s):  
Jebediah Pavleas ◽  
Jack Keng-Wei Chang ◽  
Kelvin Sung ◽  
Robert Zhu
Keyword(s):  

2020 ◽  
Vol 34 (05) ◽  
pp. 8640-8648 ◽  
Author(s):  
Chen Qian ◽  
Fuli Feng ◽  
Lijie Wen ◽  
Zhenpeng Chen ◽  
Li Lin ◽  
...  

Sequential Text Classification (STC) aims to classify a sequence of text fragments (e.g., words in a sentence or sentences in a document) into a sequence of labels. In addition to the intra-fragment text contents, considering the inter-fragment context dependencies is also important for STC. Previous sequence labeling approaches largely generate a sequence of labels in left-to-right reading order. However, the need for context information in making decisions varies across different fragments and is not strictly organized in a left-to-right order. Therefore, it is appealing to label the fragments that need less consideration of context information first before labeling the fragments that need more. In this paper, we propose a novel model that labels a sequence of fragments in jumping order. Specifically, we devise a dedicated board-game to develop a correspondence between solving STC and board-game playing. By defining proper game rules and devising a game state evaluator in which context clues are injected, at each round, each player is effectively pushed to find the optimal move without position restrictions via considering the current game state, which corresponds to producing a label for an unlabeled fragment jumpily with the consideration of the contexts clues. The final game-end state is viewed as the optimal label sequence. Extensive results on three representative datasets show that the proposed approach outperforms the state-of-the-art methods with statistical significance.


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