scholarly journals The Game Between Game Theory and Gaming Simulations: Design Choices

2019 ◽  
Vol 50 (2) ◽  
pp. 180-201 ◽  
Author(s):  
Bill Roungas ◽  
Femke Bekius ◽  
Sebastiaan Meijer

Background. The abstraction of complex systems, which is required by default when modelling gaming simulations, is a convoluted and time-consuming process. For gaming simulations to be efficient and effective, the problem of the real system they imitate needs to be narrowed down and simplified as much as possible. Additionally, even after abstraction of the real system, multiple design decisions need to be made and these may differ depending on the gaming simulation. Aim. This article proposes a framework for formalizing, and consequently standardizing, expediting and simplifying, the modelling of gaming simulations. Method. The proposed framework applies game concepts pertaining to game theory in the abstraction of the real system and the game design decisions. Results. Application of the framework in three case studies reveals several advantages of incorporating game theory into game design, such as formally defining the game design elements and identifying the worst-case scenarios in the real-systems, to name but two. Conclusions. Given the framework’s advantages in general, and the game design recommendations it offers in particular, it is safe to conclude that, for the cases presented in this article, the framework make positive contributions towards the development of gaming simulations.

Author(s):  
Jack S. Levy

This article shows that counterfactuals can be used along with case studies to make inferences, although strong theories are needed for this. The article also argues that game theory is one approach that provides this kind of theory because a game explicitly models all of the actors' options including those possibilities that are not chosen. The article then indicates that any counterfactual argument requires a detailed and explicit description of the alternative antecedent which is plausible and involves a minimal rewrite of history, and suggests that one of the strengths of game theory is its explicitness about alternatives. The validity of counterfactual arguments is assessed in explaining cases or testing theoretical propositions. Counterfactuals should change as few aspects of the real world as possible in order to isolate their causal effects.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2011 ◽  
Author(s):  
Chay Yoeng Chung ◽  
Ahmad Hakam Abdul Razak ◽  
Ming Zo Tan ◽  
Sharp Ugwuocha ◽  
Eric Twardowski ◽  
...  

Author(s):  
James Berg

This chapter describes challenges involved in the development of Dragon Age™: Inquisition, in particular, problems arising from the size of the game world, as well as combat mechanics and player classes and playstyles. It shows how GUR directly contributed to game design decisions, for example, in terms of menu and UI design.


2021 ◽  
Vol 10 (4) ◽  
pp. 1-28
Author(s):  
John Edison MUñOZ ◽  
Kerstin Dautenhahn

The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers have been using multiplayer games in a wide variety of applications in HRI, including training, entertainment and education, allowing robots to take different roles. Moreover, robots have included different capabilities and sensing technologies, and elements such as external screens or motion controllers were used to foster gameplay. Based on our findings, we propose a design taxonomy called Robo Ludens, which identifies HRI elements and game design fundamentals and classifies important components used in multiplayer HRI scenarios. The Robo Ludens taxonomy covers considerations from a robot-oriented perspective as well as game design aspects to provide a comprehensive list of elements that can foster gameplay and bring enjoyable experiences in HRI scenarios.


1978 ◽  
Vol 8 (4) ◽  
pp. 459-477 ◽  
Author(s):  
Ian Budge ◽  
Valentine Herman

Traditional theories of government coalition formation concentrate on formal criteria inspired by – if not directly drawn from – game theory. One such criterion is that the coalition which forms must be winning; another is that it should have no surplus members without whom it would still be winning, i.e. it should be minimal; and a third is that the number of parties should be as few as possible. The closest that such theories come to considering the substantive issues affecting the formation of coalitions in the real world is their focus on reducing the ideological diversity of parties within the government. On many occasions, however, such ideological considerations receive negligible attention from politicians, who often ignore size factors altogether.


2021 ◽  
Vol 2021 (169) ◽  
pp. 65-77
Author(s):  
Jennifer Brown Urban ◽  
Miriam R. Linver ◽  
Lisa M. Chauveron ◽  
Thomas Archibald ◽  
Monica Hargraves ◽  
...  

Mathematics ◽  
2021 ◽  
Vol 9 (13) ◽  
pp. 1569
Author(s):  
Jesús Montejo-Gámez ◽  
Elvira Fernández-Ahumada ◽  
Natividad Adamuz-Povedano

This paper shows a tool for the analysis of written productions that allows for the characterization of the mathematical models that students develop when solving modeling tasks. For this purpose, different conceptualizations of mathematical models in education are discussed, paying special attention to the evidence that characterizes a school model. The discussion leads to the consideration of three components, which constitute the main categories of the proposed tool: the real system to be modeled, its mathematization and the representations used to express both. These categories and the corresponding analysis procedure are explained and illustrated through two working examples, which expose the value of the tool in establishing the foci of analysis when investigating school models, and thus, suggest modeling skills. The connection of this tool with other approaches to educational research on mathematical modeling is also discussed.


2021 ◽  
pp. 027836492098785
Author(s):  
Julian Ibarz ◽  
Jie Tan ◽  
Chelsea Finn ◽  
Mrinal Kalakrishnan ◽  
Peter Pastor ◽  
...  

Deep reinforcement learning (RL) has emerged as a promising approach for autonomously acquiring complex behaviors from low-level sensor observations. Although a large portion of deep RL research has focused on applications in video games and simulated control, which does not connect with the constraints of learning in real environments, deep RL has also demonstrated promise in enabling physical robots to learn complex skills in the real world. At the same time, real-world robotics provides an appealing domain for evaluating such algorithms, as it connects directly to how humans learn: as an embodied agent in the real world. Learning to perceive and move in the real world presents numerous challenges, some of which are easier to address than others, and some of which are often not considered in RL research that focuses only on simulated domains. In this review article, we present a number of case studies involving robotic deep RL. Building off of these case studies, we discuss commonly perceived challenges in deep RL and how they have been addressed in these works. We also provide an overview of other outstanding challenges, many of which are unique to the real-world robotics setting and are not often the focus of mainstream RL research. Our goal is to provide a resource both for roboticists and machine learning researchers who are interested in furthering the progress of deep RL in the real world.


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