scholarly journals Assessing the Believability of Computer Players in Video Games: A New Protocol and Computer Tool

2021 ◽  
Vol 3 ◽  
Author(s):  
Cindy Even ◽  
Anne-Gwenn Bosser ◽  
Cédric Buche

In this paper, we address the challenge of believability in multiplayer video games. Our contribution is a system for assessing the believability of computer players. The state of the art examines existing methods and identifies seven distinguishing features that differ considerably from one assessment to the next. Our investigation reveals that assessment procedures typically alter gameplay, posing a considerable danger of bias. This is a major flaw since computer players are evaluated in a specific context rather than in the context of the game as it should be played, potentially skewing the findings of the evaluation. As a result, we begin on a trial-and-error process, with each new proposal building on the achievements of the previous one while removing the flaws. New proposals are tested with new assessments, a total of three experiments are then presented. We created a computer program that partially automates the execution of the assessment procedure, making these trials easier to implement. At the end, thanks to our proposal, gamers can assess the believability of computer players indirectly by employing reporting forms that alert users to the presence of bots. We assume that the more a bot is reported, the less credible it becomes. We ran a final experiment to test our proposal, which yielded extremely encouraging results.

Author(s):  
Isabel Hadley

BS 7910, the UK procedure for the assessment of flaws in metallic structures, was first published almost 30 years ago in the form of a fracture/fatigue assessment procedure, PD6493. It provided the basis for analysing fabrication flaws and the need for repair in a rational fashion, rather than relying on long-established (and essentially arbitrary) workmanship rules. The UK offshore industry in particular embraced this new approach to flaw assessment, which is now widely recognised by safety authorities and specifically referred to in certain design codes, including codes for pressure equipment. Since its first publication in 1980, PD6493/BS 7910 has been regularly maintained and expanded, taking in elements of other publications such as the UK power industry’s fracture assessment procedure R6 (in particular the Failure Assessment Diagram approach), the creep assessment procedure PD6539 and the gas transmission industry’s approach to assessment of locally thinned areas in pipelines. The FITNET European thematic network, run between 2002 and 2006, has further advanced the state of the art, bringing in assessment methods from SINTAP (an earlier European research project), R6, R5 and elsewhere. In particular, the FITNET fracture assessment methods represent considerable advances over the current BS 7910 methods; for example, weld strength mismatch can be explicitly analysed by using FITNET Option 2, and crack tip constraint through Option 5. Corrosion assessment methods in FITNET are also more versatile than those of BS 7910, and now include methods for vessels and elbows as well as for pipelines. In view of these recent advances, the BS 7910 committee has decided to incorporate many elements of the FITNET procedure into the next edition of BS 7910, to be published c2012. This paper summarises the history of the development of BS 7910, its relationship with other flaw assessment procedures (in particular FITNET and R6) and its future.


2015 ◽  
Vol 20 (4) ◽  
pp. 381-399 ◽  
Author(s):  
Logan Molyneux ◽  
Krishnan Vasudevan ◽  
Homero Gil de Zúñiga

Author(s):  
Anatolii Kodynets ◽  
Arsen Murashko

Keywords: video game, intellectual property law, computer program, software, digitalinformation, electronic information, multimedia work, audiovisual work The article is devoted to thestudy of the legal understanding of video games as an object of intellectual propertyrights. The author concludes that video games constitute digital information, whichgreatly facilitates their development, however, complicates the protection of intellectualproperty rights. There is a contradictory connection between the concepts of«electronic (digital) information», «audiovisual work», «computer program» and «literarywork», which establishes some uncertainty in the protection of video games,namely, what should be understood by these concepts in terms of law.The author found that the use of the latest technologies to improve the visual componentbrings the video game even closer to the game audiovisual object, which increasesthe complexity of the process of protection of intellectual property rights. However, thecurrent situation with the use of the term «computer program» in the context of protectionof intellectual property rights to video games does not cover all features of the latter,covering only the main program among the software recording and operation of thegame, such as audiovisual content. Therefore, there is a need to use the generalized conceptof «software» as opposed to the narrower concept of «computer program». In thiscase, in the absence of at least one of the characteristics of the multimedia work, the computerprogram should be referred to the scope of legal regulation of software.The author proposed to understand the video game as object of intellectual propertylaw in the following manner: multimedia work expressed in the form of digital(electronic) information, the principle of which is determined by the algorithms of thesoftware provided for installation in the memory of computer devices.In general, the digital nature of video games presupposes a revision of existing approachesto the protection of intellectual property rights, which may be aimed atweakening the regulatory function of the law where it is possible to regulate the relationshipby more flexible means.


1978 ◽  
Vol 3 (3) ◽  
pp. 148-159 ◽  
Author(s):  
Howard S. Adelman

Presented are (1) a brief synthesis of several key conceptual and methodological concerns and some ethical perspectives related to identification of psycho-educational problems and (2) conclusions regarding the current state of the art. The conceptual discussion focuses on differentiating prediction from identification and screening from diagnosis; three models used in developing assessment procedures also are presented. Methodologically, the minimal requirements for satisfactory research are described and current problems are highlighted. Three ethical perspectives are discussed; cost-benefit for the individual, models-motives-goals underlying practices, and cost-benefit for the culture. The current state of the art is seen as not supporting the efficacy of the widespread use of currently available procedures for mass screening. Given this point and the methodological and ethical concerns discussed, it is suggested that policy makers reallocate limited resources away from mass identification and toward health maintenance and other approaches to prevention and early-age intervention.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Parisa Abdolrezapour ◽  
Nasim Ghanbari

AbstractThis study aimed to integrate self-regulation strategies into dynamic assessment procedures of listening comprehension in an EFL setting and examine the possibility of raising EFL students’ listening comprehension and self-regulation skills. In addition, it explored the possibility of enhancing EFL learners’ potential scores in listening comprehension and self-regulation through applying self-regulation activities as a tool for motivating learners while being assessed. The assessment procedure was based on Vygotsky’s notion of the zone of proximal development and self-regulated intervention. The participants were 49 Iranian EFL learners in three groups: a control group, which received the institute’s regular instructional activities; a comparison group, which received dynamic assessment (DA); and an experimental group which received self-regulated dynamic assessment (SR-DA) procedures, in the form of an intervention focusing on cognitive, emotional, and behavioral self-regulation states of learners. Results of the study pointed to the potential of SR-DA for enhancing the students’ learning potential over and beyond that which is available from the DA (as offered to the comparison group) and the static testing (as offered to the control group). The results have important implications for a theoretical understanding of the mechanisms through which EFL learners develop necessary self-regulation skills in the EFL context.


2003 ◽  
Vol 21 (1) ◽  
pp. 79 ◽  
Author(s):  
David N. Ishii ◽  
Kyoko Baba

This article explores how teachers, students and other stakeholders collaboratively develop classroom-based assessment procedures for the evaluation of oral skills. By considering crucial issues in assessment such as validity, teacher-learner collaboration, and contextual factors, the authors provide a checklist that will help ESL/EFL teachers develop meaningful assessment procedures for their own classrooms. The checklist addresses 16 questions worth considering in five test-developing stages: (a) identification of course objectives; (b) identification of skills, strategies, tasks and content; (c) design of rating procedures; (d) interpretation of learner performance; and (e) reflection on the impact of the assessment procedure. In all the stages the authors emphasize the significance of involving students in the assessment process, which promotes students' responsibility for their own learning.


Author(s):  
Bilal Dogan ◽  
Robert Ainsworth

There are many similarities between available procedures used for defect assessment. They have been developed as a result of experience gained from material-specific programs and have often been verified using the same data. One recently updated document covering life assessment procedures under creep and creep/fatigue crack growth conditions is BS 7910. This document takes into account some of the most recent developments in the subject, including some from the British Energy R5 Procedure. Future developments in defect assessment procedures will follow the route of simplified and unified codes covering defect behaviour in the low to high temperature range. In this paper, the relevance of the insignificant creep curves in RCC-MR for defect free structures and the creep exemption criteria in BS7910 are examined. Then, an overview is given of some European developments in defect assessment methods for Fitness-for-Service assessment, based on recent and current projects such as the EC thematic network FITNET.


Robotica ◽  
2014 ◽  
Vol 33 (5) ◽  
pp. 1131-1146
Author(s):  
Jimmy A. Rytz ◽  
Lars-Peter Ellekilde ◽  
Dirk Kraft ◽  
Henrik G. Petersen ◽  
Norbert Krüger

SUMMARYIt has become a common practice to use simulation to generate large databases of good grasps for grasp planning in robotics research. However, the existence of a generic simulation context that enables the generation of high quality grasps that can be used in several different contexts such as bin-picking or picking objects from a table, has to our knowledge not yet been discussed in the literature.In this paper, we investigate how well the quality of grasps simulated in a commonly used “generic” context transfers to a specific context, both, in simulation and in the real world.We generate a large database of grasp hypotheses for several objects and grippers, which we then evaluate in different dynamic simulation contexts e.g., free floating (no gravity, no obstacles), standing on a table and lying on a table.We present a comparison on the intersection of the grasp outcome space across the different contexts and quantitatively show that to generate reliable grasp databases, it is important to use context specific simulation.We furthermore evaluate how well a state of the art grasp database transfers from two simulated contexts to a real world context of picking an object from a table and discuss how to evaluate transferability into non-deterministic real world contexts.


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