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The cake is not a lie: narrative structure and aporia in Portal & Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal 2 / Cake is not a lie : narrative structure and aporia in Portal and Portal TwoUnknown Date (has links)
As puzzle-driven, character based games, Portal and Portal 2, developed by the Valve Corporation, are not only pioneering in their use of narrative, but they also revolutionize the function of aporia. This thesis explores the role of aporia and use of the narrative in the two video games. It will be argued that the games possess a rigid narrative structure, but while the narrative serves as a peripheral construction, there are other structures that contribute to the experience of gameplay. The research aims to determine how the games adapt narrative and use it in combination with other elements to move beyond simple play and storytelling. As video games become more widely studied in academia, it is important that they merit and maintain standing ; Portal and Portal 2 not only provide a rich gameplay experience, but also offer a particular interaction not found in other texts. / by Kimberly Copeland. / Thesis (M.A.)--Florida Atlantic University, 2012. / Includes bibliography. / Mode of access: World Wide Web. / System requirements: Adobe Reader.
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Artificial Intelligence Adaptation in Video GamesZhadan, Anastasiia January 2018 (has links)
One of the most important features of a (computer) game that makes it memorable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. However, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adaptable were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was developed for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be considered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further research.
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Umělá inteligence pro hraní her / Artificial Intelligence for Game PlayingKučírek, Tomáš January 2012 (has links)
Arimaa is a strategic board game for two players. It was designed to be simple for human players and difficult for computers. The aim of this thesis is to design and implement the program with features of the artificial intelligence, which would be able to defeat human players. The implementation was realized in the three key parts: evaluation position, generation of moves and search. The program was run on the game server and defeated many bots as well as human players.
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Dynamique d'apprentissage pour Monte Carlo Tree Search : applications aux jeux de Go et du Clobber solitaire impartial / Learning dynamics for Monte Carlo Tree Search : application to combinatorial gamesFabbri, André 22 October 2015 (has links)
Depuis son introduction pour le jeu de Go, Monte Carlo Tree Search (MCTS) a été appliqué avec succès à d'autres jeux et a ouvert la voie à une famille de nouvelles méthodes comme Mutilple-MCTS ou Nested Monte Carlo. MCTS évalue un ensemble de situations de jeu à partir de milliers de fins de parties générées aléatoirement. À mesure que les simulations sont produites, le programme oriente dynamiquement sa recherche vers les coups les plus prometteurs. En particulier, MCTS a suscité l'intérêt de la communauté car elle obtient de remarquables performances sans avoir pour autant recours à de nombreuses connaissances expertes a priori. Dans cette thèse, nous avons choisi d'aborder MCTS comme un système apprenant à part entière. Les simulations sont alors autant d'expériences vécues par le système et les résultats sont autant de renforcements. L'apprentissage du système résulte alors de la complexe interaction entre deux composantes : l'acquisition progressive de représentations et la mobilisation de celles-ci lors des futures simulations. Dans cette optique, nous proposons deux approches indépendantes agissant sur chacune de ces composantes. La première approche accumule des représentations complémentaires pour améliorer la vraisemblance des simulations. La deuxième approche concentre la recherche autour d'objectifs intermédiaires afin de renforcer la qualité des représentations acquises. Les méthodes proposées ont été appliquées aux jeu de Go et du Clobber solitaire impartial. La dynamique acquise par le système lors des expérimentations illustre la relation entre ces deux composantes-clés de l'apprentissage / Monte Carlo Tree Search (MCTS) has been initially introduced for the game of Go but has now been applied successfully to other games and opens the way to a range of new methods such as Multiple-MCTS or Nested Monte Carlo. MCTS evaluates game states through thousands of random simulations. As the simulations are carried out, the program guides the search towards the most promising moves. MCTS achieves impressive results by this dynamic, without an extensive need for prior knowledge. In this thesis, we choose to tackle MCTS as a full learning system. As a consequence, each random simulation turns into a simulated experience and its outcome corresponds to the resulting reinforcement observed. Following this perspective, the learning of the system results from the complex interaction of two processes : the incremental acquisition of new representations and their exploitation in the consecutive simulations. From this point of view, we propose two different approaches to enhance both processes. The first approach gathers complementary representations in order to enhance the relevance of the simulations. The second approach focuses the search on local sub-goals in order to improve the quality of the representations acquired. The methods presented in this work have been applied to the games of Go and Impartial Solitaire Clobber. The results obtained in our experiments highlight the significance of these processes in the learning dynamic and draw up new perspectives to enhance further learning systems such as MCTS
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[en] AN ARTIFICIAL INTELLIGENCE MIDDLEWARE FOR DIGITAL GAMES / [pt] UM MIDDLEWARE DE INTELIGÊNCIA ARTIFICIAL PARA JOGOS DIGITAISBORJE FELIPE FERNANDES KARLSSON 07 March 2006 (has links)
[pt] A aplicação de inteligência artificial (IA) em jogos
digitais atualmente se encontra sob uma constante
necessidade de melhorias, na tentaiva de atender as
crescentes demandas dos jogadores por realismo e
credibilidade no comportamento dos personagens do universo
do jogo. De modo a facilitar o atendimento destas
demandas, técnicas e metodologias de engenharia de
software vêm sendo utilizadas no desenvolvimento de jogos.
No entanto, o uso destas técnicas e a construção de
middlewares na área de IA ainda está longe de gerar
ferramentas genéricas e flexíveis o suficiente para o uso
nesse tipo de aplicação. Outro fator importante é a falta
de literatura disponível tratando de propostas
relacionadas a esse campo de estudo. Esta dissertação
discute o esforço de pesquisa no desenvolvimento de uma
arquitetura flexível aplicável a diferentes estilos de
jogos, que dê suporte a várias funcionalidades de IA em
jogos e sirva com base a introdução de novas técnicas que
possam melhorar a jogabilidade. Neste trabalho são
apresentadas: questões de projeto de tal sistema e de sua
integração com jogos; um estudo sobre a arquitetura de
middlewares de IA; uma análise dos poucos exemplos desse
tipo de software disponíveis; e um levantamento da
literatura disponível. Com base nessa pesquisa, foi
realizado o projeto e a implementação da arquitetura de um
middleware de IA; também descritos nesse trabalho. Além da
implementação propriamente dita, é apresentado um estudo
sobre a aplicação de padrões de projeto no contexto do
desenvolvimento e evolução de um framework de IA para
jogos. / [en] The usage of artificial intelligence (AI) techniques in
digital games is
currently facing a steady need of improvements, so it can
cater to players
higher and higher expectations that require realism and
believability
in the game environment and in its characters' behaviours.
In order to
ease the fulfillment of these goals, software engineering
techniques and
methodologies have started to be used during game
development. However,
the use of such techniques and the creation of AI
middleware are still far
from being a generic and flexible enough tool for
developing this kind of
application. Another important factor to be mentioned in
this discussion is
the lack of available literature related to studies in
this field.
This dissertation discusses the research effort in
developing a flexible
architecture that can be applied to diferent game styles,
provides support
for several game AI functionalities and serves as basis
for the introduction
of more powerful techniques that can improve gameplay and
user experience.
This work presents: design issues of such system and its
integration with
games; a study on AI middleware architecture for games; an
analysis
of the state-of-the-art in the field; and a survey of the
available
relevant literature. Taking this research as starting
point, the design and
implementation of the proposed AI middleware architecture
was conducted
and is also described here. Besides the implementation
itself, a study on the
use of design patterns in the context of the development
and evolution of
an AI framework for digital games is also presented.
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