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Mitigating Kingmaking in Multiplayer Board Games : Exploring Rule Modification for Fair GameplayKarlsson, William, af Bjur, Oskar, Brandeborg, Victor, Cernohous, Cody January 2024 (has links)
This thesis explores how rule modification in multiplayer board games can affect the occurrence of kingmaking while still maintaining core functionality of the game. Kingmaking describes situations where a player with no chance of winning affects which other player wins. Through formal analysis, this thesis provides insight into how kingmaking is facilitated through design patterns and proposes rule changes that can help mitigate instances of kingmaking. The findings of this thesis are that there is no one solution that fits all games, and that a targeted rule modification is required on a game-by-game basis to mitigate kingmaking. The method allows game designers to strengthen fair gameplay, although its application needs to be adapted for each particular game.
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Increase long-term retention by adding social features in mobile multiplayer gamesKinert, Jenny January 2019 (has links)
This paper investigates if the social aspects of playing with friends and participate in clans can increase long-term retention for mobile games. Specifically for the game Edge of Combat developed by the company Level Eight. To gain knowledge about how the players and industry perceive these features, a background study was conducted. The study reveals that playing with friends increases long-term retention in mobile games. It also indicates that participating in clans increases long-term retention but the evidence is not that strong. The next phase of the project indicates that playing with friends also increases long-term retention in Edge of Combat. Finally, participating in clans were investigated more thoroughly. The industry is very positive towards clans but that does not seem to reflect the player’s opinions about clans. Because of this the research question ”Can clan participation increase long-term retention in mobile games?” can not be confirmed. That clan participation could increase long-term retention in Edge of Combat could not be confirmed either. However, to be certain of this more research is needed on clans in mobile games taking into account the demographics of the participants in the project.
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Equilibria in Multiplayer Games Played on GraphsGoeminne, Aline 27 April 2021 (has links) (PDF)
Today, as computer systems are ubiquitous in our everyday life, there is no need to argue that their correctness is of capital importance. In order to prove (in a mathematical sense) that a given system satisfies a given property, formal methods have been introduced. They include concepts such as model checking and synthesis. Roughly speaking, when considering synthesis, we aim at building a model of the system which is correct by construction. In order to do so, models are mainly borrowed from game theory. During the last decades, there has been a shift from two-player qualitative zero-sum games (used to model antagonistic interactions between a system and its environment) to multiplayer quantitative games (used to model complex systems composed of several agents whose objectives are not necessarily antagonistic). In the latter setting, the solution concepts of interest include numerous equilibria, such as Nash equilibrium (NE) and subgame perfect equilibrium (SPE). While the existence of equilibria is widely studied, it is also well known that several equilibria may coexist in the same game. Nevertheless, some equilibria are more relevant than others. For example, if we consider a game in which each player aims at satisfying a given qualitative objective, it is possible to have both an equilibrium in which no player satisfies his objective and another one in which each player satisfies it. In this case one prefers the latter equilibrium which is more relevant.In this thesis, we focus on multiplayer turn-based games played on graphs either with qualitative or quantitative objectives. Our contributions are twofold: (i) we provide equilibria characterizations and (ii) we use these characterizations to solve decision problems related to the existence of relevant equilibria; and characterize their complexities. Firstly, we provide a characterization of a weaker notion of SPE (weak SPE) in multiplayer games with omega-regular objectives based on the payoff profiles which are realizable by a weak SPE. We then adopt another point of view by characterizing the outcomes of equilibria instead of their payoff profiles. In particular we focus on weak SPE outcome characterization. As for some kinds of games (e.g. multiplayer quantitative Reachability games), weak SPEs and SPEs are equivalent, this characterization is useful in order to study SPEs in these games.Secondly, we use those different equilibrium characterizations to provide the exact complexity classes of different decision problems related to the existence of relevant equilibria. We mainly focus on the constrained existence problem: if each player aims at maximizing his gain, this problem asks whether there exists an equilibrium such that each resulting player’s gain is greater than a threshold (one per player). We also consider variants of relevant equilibria based on the social welfare and the Pareto optimality of the players’ payoff. In this way, we prove the exact complexity classes for (i) the weak SPE constrained existence problem in multiplayer games with classical qualitative objectives such as Büchi, co-Büchi and Safety and (ii) the NE and SPE constrained existence problems (and variants) for qualitative and quantitative reachability games. In the latter case, the upper bounds on the required memory for such relevant equilibria are studied and proved to be finite. Studying memory requirements of strategies is important since with the synthesis process those strategies have to be implemented.Finally, we consider multiplayer, non zero-sum, turn-based timed games with qualitative Reachability objectives together with the concept of SPE. We prove that the SPE constrained existence problem is EXPTIME-complete for qualitative Reachability timed games. In order to obtain an EXPTIME algorithm, we proceed in different steps. In the first step, we prove that the game variant of the classical region graph is a good abstraction for the SPE constrained existence problem. In fact, we identify conditions on bisimulations under which the study of SPE in a given game can be reduced to the study of its quotient. / Doctorat en Sciences / info:eu-repo/semantics/nonPublished
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Dynamic Real-Time Fire Propagation for Networked Multiplayer GamesKotsinas, Iris, Tholén, Viktor January 2022 (has links)
Simulating fire propagation in games can be problematic since it requires immense computational power if the fire is portrayed physically accurate. To decrease the computational power required, simplifications and approximations must be made. The aim of this thesis is to evaluate possible methods for simulating fire spread in a networked game environment. More specifically, a level set and a node graph method are implemented and investigated. A vector field was created with the different level properties, which the two methods used as a base for the fire behavior. The performance and overall behavior of the methods were evaluated and tested in order to create an optimized simulation suited for games. Two implementations were made in the Frostbite game engine. The level set propagates the fire with two different level set operators; the normal advection operator and the vector field operator. The normal advection operator spreads the fire outwards in the normal direction. The vector field operator spreads the fire front according to the vector field. The node graph implementation uses a semi-connected bi-directed graph with nodes as starting positions for the fire. The fire spreads through the nodes via their connections. This implementation also depends on the vector field which was translated to the nodes through scalar projection. The vector field represents the properties of fire dynamics and can be adjusted to move the level set and node graph implementation according to wind, slope and fuel. The node graph implementation was further developed with networked capabilities, a heat grid which translates the heat of the node graph making it possible to sample the heat at a position within the level, and also basic interaction with vegetation. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Adaptable system for robotic telerehabilitation with serious games / Sistema adaptável para telereabilitação robótica com jogos sériosConsoni, Leonardo José 24 February 2017 (has links)
Over the last decades, the worldwide increase in cases of neuromotor health issues, due to overall population aging, motivated a growing research interest in improving rehabilitation processes with robotics. The performed studies opened the possibility to include other auxiliary technologies in physical and occupational therapy, like virtual reality and remote interaction between patients and therapists. Although there are verified and potential benefits to rehabilitation provided by these techniques, there are still few attempts towards tooling and methodology standardization, which could lead to faster developments. This work describes the creation of a proposed common computational platform for robotic rehabilitation studies, with support for virtual games and telecommunication. A preceding literature review helped to determine the requirements and development tools for such multipurpose system. Its modular and configurable design aims to allow components reuse and adaptability to different robotic therapy cases, even ones not initially intended, preventing work duplication. Details about the system\'s structure, components and operation are shown, focusing its provided flexibility. Multiplayer games involving position and force control are also created to test the proposed system in real and simulated environment, in order to demonstrate its usability for application and evaluation of robotic rehabilitation strategies. At the end, the results obtained so far are discussed and considerations about missing points and future developments are made. / Nas últimas décadas, o aumento global nos casos de problemas de saúde neuromotores, devido ao envelhecimento da população, motivou um interesse crescente na pesquisa sobre melhoria de processos de rehabilitação utilizando robótica. Os estudos realizados realizados abriram possibilidade de se incluir outras tecnologias auxiliares na terapia física e ocupacional, como realidade virtual e interação remota entre pacientes e terapeutas. Apesar dos benefícios verificados ou potenciais da aplicação dessas técnicas, ainda há poucas iniciativas no sentido de padronizar ferramentas e metodologias para sua implementação e teste, o que poderia catalisar os avanços na área. Esse trabalho descreve a criação de uma plataforma computacional comum para estudos de Reabilitação Robótica, com suporte a utilização de Jogos Sérios e teleoperação. Uma revisão bibliográfica prévia ajudou a definir os requisitos e ferramentas de desenvolvimento adequadas para tal sistema multipropósito. Seu projeto modular e configurável tem o intuito de permitir reutilização de componentes e sua fácil adaptação a diferentes tipos de terapia, mesmo não inicialmente planejadas, evitando duplicação de trabalho. Jogos multijogador envolvendo controle de força e posição são também criados para testar o sistema proposto em situações reais ou simuladas, de modo a demonstrar sua utilidade para aplicação Detalhes de sua estrutura de operação, protocolos de comunicação e componentes são mostrados, destacando-se a flexibilidade oferecida. Testes simples de viabilidade com indivíduos saudáveis são realizados, a fim de demonstrar sua utilidade para aplicação e avaliação de estratégias de reabilitação robótica. Ao fim, os resultados obtidos até então são discutidos, e considerações sobre informações ainda faltantes e trabalhos futuros são feitas.
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Adaptable system for robotic telerehabilitation with serious games / Sistema adaptável para telereabilitação robótica com jogos sériosLeonardo José Consoni 24 February 2017 (has links)
Over the last decades, the worldwide increase in cases of neuromotor health issues, due to overall population aging, motivated a growing research interest in improving rehabilitation processes with robotics. The performed studies opened the possibility to include other auxiliary technologies in physical and occupational therapy, like virtual reality and remote interaction between patients and therapists. Although there are verified and potential benefits to rehabilitation provided by these techniques, there are still few attempts towards tooling and methodology standardization, which could lead to faster developments. This work describes the creation of a proposed common computational platform for robotic rehabilitation studies, with support for virtual games and telecommunication. A preceding literature review helped to determine the requirements and development tools for such multipurpose system. Its modular and configurable design aims to allow components reuse and adaptability to different robotic therapy cases, even ones not initially intended, preventing work duplication. Details about the system\'s structure, components and operation are shown, focusing its provided flexibility. Multiplayer games involving position and force control are also created to test the proposed system in real and simulated environment, in order to demonstrate its usability for application and evaluation of robotic rehabilitation strategies. At the end, the results obtained so far are discussed and considerations about missing points and future developments are made. / Nas últimas décadas, o aumento global nos casos de problemas de saúde neuromotores, devido ao envelhecimento da população, motivou um interesse crescente na pesquisa sobre melhoria de processos de rehabilitação utilizando robótica. Os estudos realizados realizados abriram possibilidade de se incluir outras tecnologias auxiliares na terapia física e ocupacional, como realidade virtual e interação remota entre pacientes e terapeutas. Apesar dos benefícios verificados ou potenciais da aplicação dessas técnicas, ainda há poucas iniciativas no sentido de padronizar ferramentas e metodologias para sua implementação e teste, o que poderia catalisar os avanços na área. Esse trabalho descreve a criação de uma plataforma computacional comum para estudos de Reabilitação Robótica, com suporte a utilização de Jogos Sérios e teleoperação. Uma revisão bibliográfica prévia ajudou a definir os requisitos e ferramentas de desenvolvimento adequadas para tal sistema multipropósito. Seu projeto modular e configurável tem o intuito de permitir reutilização de componentes e sua fácil adaptação a diferentes tipos de terapia, mesmo não inicialmente planejadas, evitando duplicação de trabalho. Jogos multijogador envolvendo controle de força e posição são também criados para testar o sistema proposto em situações reais ou simuladas, de modo a demonstrar sua utilidade para aplicação Detalhes de sua estrutura de operação, protocolos de comunicação e componentes são mostrados, destacando-se a flexibilidade oferecida. Testes simples de viabilidade com indivíduos saudáveis são realizados, a fim de demonstrar sua utilidade para aplicação e avaliação de estratégias de reabilitação robótica. Ao fim, os resultados obtidos até então são discutidos, e considerações sobre informações ainda faltantes e trabalhos futuros são feitas.
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Virtually face to face: enriching collaborative learning through multiplayer gamesBluemink, J. (Johanna) 17 May 2011 (has links)
Abstract
This study focused on enriching collaborative learning through pedagogically scripted multiplayer games. Collaborative learning was examined in the synchronous discussions of small group problem-solving activities in face-to-face and virtual game settings. The theoretical approach is socio-cognitive and builds on the contextual and situated nature of learning. Interaction between group members in social situations is a key mechanism fostering students’ collaborative learning. In the field of Computer-Supported Collaborative Learning the underlying aim is to stimulate and structure socially shared construction of knowledge and development of shared understanding among the collaborators.
This thesis consisted of three empirical studies. The first study focused on analysing the macro-level elements of teacher education students’ face-to-face discussions in a context of an international web-based course. The focus of the second and third empirical studies was on how distributed collaboration can be enriched by scripting multiplayer game environments. The game environments were developed and tailored as part of the empirical studies. The main aim was to analyse small-group micro-level interactions and activities taking place during the game. Moreover, the particulars of a 3D voice-enhanced multiplayer game context for small-group shared collaborative activities were investigated. The focus of the last empirical study was on aspects of collaborative game activity and shared problem solving described from the perspective of individual players.
The results indicated that the synchronous small-group discussions, on the macro-level, consisted of explaining, sharing knowledge, providing critiques, reflection, and joint engagement. The micro-level elements of the players’ discussions during the game were questions, content statements, social statements, suggestions, instructions or orders, encouragements, and responses. Both macro and micro level elements varied in random order during the discussion, forming a base for small-group discussion and joint problem-solving efforts. Not all problem-solving situations in the game data were shared, indicating that if shared collaborative activity was pursued, the scripting of the game tasks must require equal participation and teamwork during the game. The 3D game environment created a strong shared context for the distributed groups by engaging the players and reinforcing individual participation through the avatar activity. The findings of this thesis contribute to the future development of serious games and highlight the potential of multiplayer games as tools for supporting the social aspects of distributed teamwork. / Tiivistelmä
Väitöstutkimus tarkastelee yhteisöllisen oppimisen rikastamista pedagogisesti vaiheistettujen virtuaalipeliympäristöjen avulla. Tutkimuksessa on analysoitu pienryhmien sosiaalista vuorovaikutusta luokkahuonekeskusteluissa ja puhevälitteisissä peliympäristöissä. Teoreettisesti tutkimus pohjautuu sosiokognitiiviseen käsitykseen oppimisesta, jonka mukaan sosiaaliset tilanteet voivat käynnistää yksilöissä oppimisen kannalta keskeisiä mekanismeja, kuten esimerkiksi selittämistä ja tiedon jakamista. Yhteisöllisen oppimisen ytimeksi katsotaan jaetun ymmärryksen rakentaminen sosiaalisessa vuorovaikutuksessa, mitä tietokoneavusteisen yhteisöllisen oppimisen tutkimuslinjassa pyritään tukemaan vaiheistamalla oppimisympäristöjä.
Tutkimus koostuu kolmesta eri osatutkimuksesta, joista ensimmäisessä analysoitiin korkeakouluopiskelijoiden pienryhmäkeskustelua luokkahuonetilanteessa. Lähitapaamiset toimivat kurssilla hajautetun kansainvälisen verkkotyöskentelyn tukena. Toisessa osatutkimuksessa tarkasteltiin, voiko hajautettua yhteisöllistä oppimista rikastaa puhevälitteisen monenpelaajan peliympäristön avulla. Pelin tehtävät suunniteltiin ja vaiheistettiin yhteisöllistä toimintaa vaativiksi sekä jaetun ymmärryksen rakentamista tukeviksi. Analyysi keskittyi korkeakouluopiskelijoiden pelinaikaisen keskustelun ja ongelmanratkaisutilanteiden tarkasteluun. Kolmannen osatutkimuksen tavoitteena oli tutkia, mitä osatekijöitä työelämäkontekstista tulleet osallistujat joutuivat hallitsemaan puhevälitteisessä monenpelaajan pelissä. Tutkimusten video- ja haastatteluaineistot analysoitiin laadullisen sisällönanalyysin menetelmin.
Tutkimustulokset osoittivat, että pienryhmän vuorovaikutus koostuu makrotasolla mm. selittämisestä, tiedon jakamisesta ja reflektoinnista. Mikrotasolla mm. kysymykset, toteamukset, auttaminen ja ehdottaminen vaihtelivat puheenvuoroittain ja muodostivat yhteisen toiminnan pohjan pienryhmän pelaamisessa. Kaikki ongelmanratkaisutilanteet pelin aikana eivät kuitenkaan olleet jaettuja. Tulokset osoittavat, että kun tavoitellaan aidosti yhteisöllisiä tilanteita, pelin tehtävät täytyy vaiheistaa niin, että ne vaativat kaikkien osallistumista ja pitävät ryhmää virtuaalisesti yhdessä. Tässä tutkimuksessa käytetyt peliympäristöt muodostivat hajautetuille ryhmille vahvan jaetun tilan ja virtuaalisten ihmishahmojen eli avatarien kautta osallistuminen vahvisti yksilöiden toimijuutta pienryhmän osana. Tuloksia voidaan hyödyntää hajautetun tiimityön kontekstissa sekä käyttää tukena tulevaisuuden virtuaalisten tiimipelien suunnittelussa.
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What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer GamesRomo Flores, Azul January 2020 (has links)
Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (players) and the field (competitive gaming) and the relevance of gaming capital. This study is based on a digital ethnographic approach to gain a comprehensive understanding of the gaming environment, and reports on semi-structured online interviews with 14 participants aged between 17-40, to gain insight on players’ perception and responses towards toxic behaviors in competitive games. This study proposes a spectrum of toxic behaviors in competitive multiplayer games, in which actions may be distinguished based on the form of expression (eg. verbal, physical or in-game). Primary findings suggest there may be a causal relationship between a player’s knowledge ofa game and their conveyance of toxicity, regardless of age and gender. The degree of toxicity may vary depending on the player, and is more frequently performed by men. Lastly, toxic behaviors should not be examined in isolation from contextual factors such as game mechanics or social interactions, but need to be further explored as a medium-specific phenomenon.
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[en] DISTRIBUTED TECHNIQUES FOR MASSIVELY MULTIPLAYER GAMES / [pt] TÉCNICAS DE DISTRIBUIÇÃO PARA JOGOS MULTIJOGADOR EM MASSALUCAS EUZEBIO MACHADO 18 January 2006 (has links)
[pt] Essa dissertação apresenta diversas técnicas e tecnologias
úteis na criação de ambientes virtuais distribuídos com
milhares de jogadores conectados. Explicações sobre o uso
adequado de TCP e UDP são fornecidas. São mostradas
algumas técnicas de aceleração no uso de sockets. São
explicadas tecnologias que permitem tratar de muitos
sockets ao mesmo tempo como a poll e a kqueue do Unix e o
IO Completion Ports do Windows. Técnicas específicas de
ambientes virtuais distribuídos são mostradas. Uma
ferramenta que faz uso de várias das técnicas apresentadas
é proposta. / [en] This dissertation presents several techniques and
technologies that are
helpfull in the creation of distributed virtual
environments with thousands
of connected players. Explanations about the proper use of
TCP and UDP
are given. Some optimization techniques in the use of
sockets are also given.
Technologies that allow many sockets to be handled at once
are explained,
such as poll and kqueue from Unix and IO Completion Ports
from Windows.
Specific techniques for distributed virtual environments
are presented. A
tool that uses many of these techniques is proposed.
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Theatre and the video game: beauty and the beastWhitlock, Katherine Lynne 21 June 2004 (has links)
No description available.
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