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EN
Purpose: The study's main objective was to identify the risks associated with game developers' mechanisms to define the micropayment system, using the example of EA Sports' practices in the FIFA series of games. The specific objectives were: to define the form in which micropayments occur in games of the FIFA series, to determine the factors that affect the attractiveness of micropayments to players, and to define the similarities between loot boxes and gambling games. Design/methodology/approach: The authors highlighted the payments used by game developers available from within the app, their characteristics and the juxtaposition of these mechanisms with those used in gambling. Then, using desk research analysis, the financial benefits of using this system for the developers of the FIFA series were analyzed, as well as the identified potential risks of these practices. The authors based their considerations on Polish and foreign literature, studying academic articles, books, reports, and chapters from monographs and electronic sources. The following professional, scientific databases were used to gather scientific literature: Google Scholar, ResearchGate and ScienceDirect. Findings: Micropayments are an essential source of additional revenue for game developers. Not only do they effectively engage players, but the value of additional in-game purchases often exceeds the product's original price (i.e. the full-priced game). The term micropayments, in this case, is already used conventionally - it is widespread for some in-game purchases to be as much as hundreds of zlotys. Because of their apparent similarities to gambling, loot boxes, or boxes with randomized prizes, are controversial - so much so that countries such as Belgium are considered gambling and do not allow for young people. Typical users of micropayments in games are minors, who are more easily influenced by the persuasion practised by game developers, especially in multiplayer games, where a competitive element and additional content can improve a player's performance. Social implications: Due to mechanisms using microtransactions, companies can profit significantly from selling complementary content after the revenue from product sales has already been generated. Loot boxes engage players, but they also raise a lot of controversy and doubts due to their disturbing resemblance to gambling. Originality/value: The treatment of issues treating the phenomenon of micropayments in online games is based on the literature on the subject, Polish and foreign, enriching the existing body of scientific work on the gaming industry, signalling the authors' contribution to the development of the discipline of management and quality sciences. The article is primarily addressed to researchers and scholars dealing with e-gaming in the context of its various dimensions. The work may also interest students of marketing, psychology and pedagogy. In addition, the article is valuable for parents and guardians of children and adolescents who spend time on online games to outline the problem of micropayments in games. The article's value is a comprehensive discussion of gambling, micropayments and "loot box" mechanics about the controversies and regulations surrounding them.
EN
Objectives: This presents a case for fear and stress stimuli and afterward EEG data analysis. Methods: The stress factor had been evoked by a computer horror game correlated with virtual reality (VR) and brain-computer interface (BCI) from OpenBCI, applied for the purpose of brain waves changes observation. Results: Results obtained during the initial study were promising and provide conclusions for further research in this field carried out on an expanded group of involved participants. Conclusions: The study provided very promising and interesting results. Further investigation with larger amount of participants will be carried out.
3
Content available remote Odds-theorem and monotonicity
EN
Given a finite sequence of events and a well-defined notion of events being interesting, the Odds-theorem (Bruss(2000)) gives an online strategy to stop on the last interesting event. This strategy is optimal for independent events, and it is obtained in a straightforward way by an algorithm which is optimal itself (odds-algorithm). Here we study questions in how far the optimal value mirrors monotonicity properties of the underlying sequence of probabilities of events. We make these questions precise, motivate them, and then give complete answers. The motivation is enhanced by certain problems where it seems desirable to apply the odds-algorithm but where a lack of information does not allow to do so without incorporating sequential estimation. In view of this goal, the notion of a plug-in odds-algorithm is introduced. Several applications are included.
PL
Rozważamy optymalne zatrzymanie na wyróżnionym zdarzeniu w sekwencyjnym eksperymencie ze skończoną liczbą opcji. Twierdzenie o ilorazie szansach (Bruss(2000)) wyznacza taką strategię, która maksymalizuje szansę na właściwy wybór. Strategia ta jest optymalna, gdy mamy sekwencję niezależnych eksperymentów, a jej wyznaczanie jest proste. Służy do tego wspomniany algorytm oparty o sumowanie ilorazu szans. W pracy analizowane są szczególne własności takich zadań. Badana jest monotoniczność wartości optymalnej w powiązaniu z monotonicznością podstawowej sekwencji prawdopodobieństw zdarzeń. Podana jest motywacja do takich badań, a następnie udzielono pełnych odpowiedzi. Motywację wzmacniają problemy, w których pożądane jest zastosowanie algorytmu szans, ale w których brak informacji nie pozwala na to bez zastosowania sekwencyjnej estymacji nieznanych parametrów. W związku z takimi zagadnieniami wprowadzono pojęcie adaptacyjnego algorytmu ilorazu szans. Rozważania są ilustrowane przykładami.
4
Content available remote Kwantowa dystrybucja klucza: stan wiedzy
PL
Analogie między informatyką i mechaniką kwantową ujawniły się jeszcze w XX wieku, czego przykładem było wykorzystanie układów kwantowych do obróbki i przesyłania informacji. Dla tych dwóch sfer dociekań naukowych najważniejszym kierunkiem badań stał się postęp prac nad komputerem kwantowym. Powstały już teorie dotyczące bramek kwantowych, które mają być podwaliną do stworzenia pełnego komputera kwantowego. Jednak największe sukcesy fizyki w informatyce dotyczą kryptografii. Niniejsza praca przybliża ogólne założenie związane z kwantową dystrybucją klucza, a w szczególności z metodą Bennetta-Brassarda. Zawarto w niej informacje dotyczące szyfrowania wiadomości, podstaw mechaniki kwantowej oraz elementów wiedzy na temat zabezpieczeń przy użyciu fotonów.
EN
The usage of the quantum state to sending messages is one of the example of analogies between Information technology and the quantum mechanics, which are known since the 20th century. From the scientific point of view the development of the quantum computing is currently the most important research. The quantum logic gate theories, which are supposed to be the beginning to create a quantum computer, have already been developed. It is worth noting that science’s greatest successes in the information technology is connected with cryptography. The article is about basic theories on the quantum key distribution protocols, especially Bennett-Brassard method. There are information about messages encryption, the basics of the quantum mechanics and basics of photonics are included in the article.
5
Content available remote Droga do trójwymiarowości w grach komputerowych
PL
W artykule prześledzono historię rozwoju gier komputerowych z punktu widzenia silników graficznych, od pierwszej gry do gier w pełni korzystajacych z trójwymiarowości. Analizę przeprowadzono pod kątem projektowania poziomów w grach tzw. level designing. Wraz ze wzrostem zainteresowania coraz dokładniejszym i bardziej realistycznym środowiskiem w grze potęgowało się zapotrzebowanie na coraz lepsze i wydajniejsze komputery i karty graficzne. Tak więc gry komputerowe stymulowały rozwój komputerów. Praca niniejsza pokazuje ten proces krok po kroku.
EN
This article tells about developing of the computer games. The main point of view is history of the game engines, from first game to the games fully using 3 d. In this analisys the main aspect is level designing. Along with growth of interest exact more and request more beter was increased in game more reallistic environment and efficient computers and graphic cards. So, computer games stimulated development of computer. The present work shows this process step by step.
EN
In test-based problems, solutions produced by search algorithms are typically assessed using average outcomes of interactions with multiple tests. This aggregation leads to information loss, which can render different solutions apparently indifferent and hinder comparison of search algorithms. In this paper we introduce the performance profile, a generic, domain-independent, multi-criteria performance evaluation method that mitigates this problem by characterizing the performance of a solution by a vector of outcomes of interactions with tests of various difficulty. To demonstrate the usefulness of this gauge, we employ it to analyze the behavior of Othello and Iterated Prisoner’s Dilemma players produced by five (co)evolutionary algorithms as well as players known from previous publications. Performance profiles reveal interesting differences between the players, which escape the attention of the scalar performance measure of the expected utility. In particular, they allow us to observe that evolution with random sampling produces players coping well against the mediocre opponents, while the coevolutionary and temporal difference learning strategies play better against the high-grade opponents. We postulate that performance profiles improve our understanding of characteristics of search algorithms applied to arbitrary test-based problems, and can prospectively help design better methods for interactive domains.
7
Content available remote Games and play between architecture and art in view of the perception of space
EN
This paper is focused on reflections concerning games and play of architecture with art, taking place in the context of a new paradigm of interactive perception of sensual space, analysed on selected representative examples. In the face of globalization, games and play with architecture in the form of ironic or whimsical designs offer diverse aesthetic perceptions, bordering on kitsch and consumer and commercial mega-gadgets.
PL
W artykule przedstawiono refleksje na temat gry i zabawy architektury ze sztuką rozgrywane w kontekście nowego paradygmatu percepcji interaktywnej przestrzeni sensualnej, zanalizowane na wybranych reprezentatywnych przykładach. W dobie współczesnej globalizacji odmienne doznania estetyczne oferują też zabawy z architekturą w ironicznych i żartobliwych koncepcjach projektów z pogranicza kiczu, megagadżetu konsumpcyjno-komercjalnego.
EN
Developing a game universe usually involves creation of various units which can be both, encountered by a player or controlled by him. There is a number of works considering autonomous behaviors of units wandering around the game world. When it comes to the units controlled by the player, they are often deprived of autonomy and are strictly controlled by the player. This paper presents a concept of units behavior depending on their inner state, where player can only give orders, make request and proposal which result cannot be strictly predicted.
PL
Wytwarzanie środowiska gry często wymaga tworzenie rożnych jednostek, które mogą być zarówno spotkane jak i kontrolowane przez gracza. Istnieje wiele sposobów modelowania autonomicznych zachowań jednostek wędrujących po świecie gry. Jednak gdy dochodzi do jednostek kontrolowanych przez gracza, często brakuje im autonomii przez co są rygorystycznie kontrolowane przez gracza. Poniższa praca przedstawia koncept jednostek, których zachowanie zależy od ich wewnętrznego stanu a gracz jedynie wydaje rozkazy, zadania i składa propozycje, których rezultat nie może być dokładnie przewidziany.
9
Content available remote Prawdziwe puzzle
PL
Poniższy tekst przedstawia podstawowe mechanizmy interakcji z elementami, które są częścią gry puzzle. W pierwszej kolejności przedstawiany jest materiał dzięki, któremu rozgrywka zawiera element realizmu. Mowa tu o podnoszeniu elementów układanki, które są widoczne w całości lub chwytane za ich widoczne części. W drugiej i najbardziej obszernej części zapoznamy się z koncepcją, która ułatwi graczowi dopasowywanie do siebie elementów puzzli tak, aby nie tworzyły się mało estetyczne przerwy między nimi.
EN
Article presented below covers issues of basic human-puzzle piece’s interaction mechanisms used in jig-saw puzzle game. First of all, we will go over material concerning realistic site of above mentioned game, which is the phenomenon of picking up wholly visible puzzle pieces and their partly covered versions when hold onto them. Second and most absorbing part is easy placing mode, which turns out to be really convenient when playing this kind of game. Thanks to that users will not see undesirable space between puzzle pieces.
10
Content available remote Playing with Subshifts
EN
We study the class of word-building games, where two players pick letters from a finite alphabet to construct a finite or infinite word. The outcome is determined by whether the resulting word lies in a prescribed set (a win for player A) or not (a win for player B). We focus on symbolic dynamical games, where the target set is a subshift. We investigate the relation between the target subshift and the set of turn orders for which A has a winning strategy.
11
Content available remote Categories of Coalgebraic Games with Selective Sum
EN
Joyal’s categorical construction on (well-founded) Conway games and winning strategies provides a compact closed category, where tensor and linear implication are defined via Conway disjunctive sum (in combination with negation for linear implication). The equivalence induced on games by the morphisms coincides with the contextual closure of the equideterminacy relation w.r.t. the disjunctive sum. Recently, the above categorical construction has been generalized to non-wellfounded games. Here we investigate Joyal’s construction for a different notion of sum, i.e. selective sum. While disjunctive sum reflects the interleaving semantics, selective sum accommodates a form of parallelism, by allowing the current player to move in different parts of the board simultaneously. We show that Joyal’s categorical construction can be successfully extended to selective sum, when we consider alternating games, i.e. games where each position is marked as Left player (L) or Right player (R), that is only L or R can move from that position, R starts, and L/R positions strictly alternate. Alternating games typically arise in the context of Game Semantics. This category of well-founded games with selective sum is symmetric monoidal closed, and it induces exactly the equideterminacy relation. Generalizations to non-wellfounded games give linear categories, i.e. models of Linear Logic. Our game models, providing a certain level of parallelism, may be situated halfway between traditional sequential alternating gamemodels and the concurrent game models by Abramsky and Mellies. We work in a context of coalgebraic games, whereby games are viewed as elements of a final coalgebra, and game operations are defined as final morphisms.
EN
The presented article reveals suggestions and possibilities of employing the most mo-dern technologies in the process of child's growth. The present world enables of games, computer multi-programmes, toys and it is very essential to apply them for educational reasons or coping with inner conflictsof moral nature. The latter and the like problems appear in interactions with other people. With the help of properly designed 'aids' it is possible to create such a 'laboratory' or workplace that enables children, during its functioning, to experience essential problems in their development not necessarily staying with live people knowledge simultaneously.
PL
W artykule przedstawiono propozycję i możliwości wykorzystania nowoczesnych technologii w procesie rozwoju dziecka. W dzisiejszym świecie można posługiwać się różnymi grami, oprogramowaniem, komputerami, zabawkami, przy czym istotne jest ich użycie w celu edukacji oraz radzenia sobie z konfliktamiwewnętrznymi natury moralnej. Stosowanie odpowiednio zaprojektowanych "pomocy" edukacyjnych może zapobiec problemom (konfliktom)zachodzącym w relacjach między ludźmi. Odpowiedni warsztat pracy (laboratorium) umożliwia dzieciom nie tylko nabycie odpowiedniej wiedzy, ale także odczuwanie ważnych rozwojowo wydarzeń i relacji, niekoniecznie będąc w towarzystwie z innymi ludźmi.
EN
We apply Coevolutionary Temporal Difference Learning (CTDL) to learn small-board Go strategies represented as weighted piece counters. CTDL is a randomized learning technique which interweaves two search processes that operate in the intra-game and inter-game mode. Intra-game learning is driven by gradient-descent Temporal Difference Learning (TDL), a reinforcement learning method that updates the board evaluation function according to differences observed between its values for consecutively visited game states. For the inter-game learning component, we provide a coevolutionary algorithm that maintains a sample of strategies and uses the outcomes of games played between them to iteratively modify the probability distribution, according to which new strategies are generated and added to the sample. We analyze CTDL's sensitivity to all important parameters, including the trace decay constant that controls the lookahead horizon of TDL, and the relative intensity of intra-game and inter-game learning. We also investigate how the presence of memory (an archive) affects the search performance, and find out that the archived approach is superior to other techniques considered here and produces strategies that outperform a handcrafted weighted piece counter strategy and simple liberty-based heuristics. This encouraging result can be potentially generalized not only to other strategy representations used for small-board Go, but also to various games and a broader class of problems, because CTDL is generic and does not rely on any problem-specific knowledge.
EN
In this paper, we give a general framework of agent-based simulation for analyzing behavior of players in various types of games. In our simulation model, artificial adaptive agents have a mechanism of decision making and learning based on neural networks and genetic algorithms. The synaptic weights and thresholds characterizing the neural network of an artificial agent are revised in order that the artificial agent obtains larger payoffs through a genetic algorithm. The proposed framework is illustrated with two examples, and, by giving some simulation result, we demonstrate availability of the simulation analysis by the proposed framework of agent-based simulation, from which a wide variety of simulation settings can be easily implemented and detailed data and statistics are obtained.
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