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1

Cox, Jeremy, and KC Wong. "Predictive feedback augmentation for manual control of an unmanned aerial vehicle with latency." International Journal of Micro Air Vehicles 11 (January 2019): 175682931986964. http://dx.doi.org/10.1177/1756829319869645.

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Teleoperation of unmanned aerial vehicles is hampered by communication delay, which causes feedback from command inputs to take considerable time to be displayed to the operator. For an international internet connection, round trip latencies can reach 500 ms. The satellite connections used for military unmanned aerial vehicles can have latencies in the order of seconds. This delay presents a substantial control problem, which has been solved in the past by control abstraction (instead of “roll left” the aircraft might be instructed “go to these coordinates”). Manual control remains difficult.
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Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

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This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to t
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Gerber, Andreas, Markus Ulrich, Flurin X. Wäger, Marta Roca-Puigròs, João S. V. Gonçalves, and Patrick Wäger. "Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping." Sustainability 13, no. 4 (2021): 1997. http://dx.doi.org/10.3390/su13041997.

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The challenges posed to humanity by climate change require innovative approaches. Well-designed games are powerful tools with the potential to support solving climate related challenges. In this article, we present a mapping review study of games that address climate change issues (climate games). In a search and selection process, we identified 115 climate games that were classified by applying a newly developed game typology. This allowed gaining an overview of existing climate games and identifying potentials for future game development. The game classification revealed that the majority of
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Willumsen, Ea C. "The Form of Game Formalism." Media and Communication 6, no. 2 (2018): 137–44. http://dx.doi.org/10.17645/mac.v6i2.1321.

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This article explores how the concept of formalism and the resulting method of formal analysis have been used and applied in the study of digital games. Three types of formalism in game studies are identified based on a review of their uses in the literature, particularly the discussion of essentialism and form that resulted from the narratology-ludology debate: 1) formalism focused on the <em>aesthetic form</em> of the game artifact, 2) formalism as<em> game essentialism</em>, and 3) formalism as a <em>level of abstraction</em>, related to formal language a
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Richards, Kate Gemma, Kai Yuen Wong, and Mansoor Khan. "Augmented reality game-related injury." BMJ Case Reports 11, no. 1 (2018): e224012. http://dx.doi.org/10.1136/bcr-2017-224012.

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There are an increasing number of injuries associated with ambulatory mobile phone use. Pokémon Go is one of the first widely used mobile phone augmented reality games and generated substantial media interest. We present a case of electrical burns in a Pokémon Go player and review literature on ambulatory mobile phone injuries.
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Wu, Linwan, and Matthew A. Stilwell. "Exploring the marketing potential of location-based mobile games." Journal of Research in Interactive Marketing 12, no. 1 (2018): 22–44. http://dx.doi.org/10.1108/jrim-06-2017-0041.

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Purpose Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO. Design/methodology/approach A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results. Fin
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Licoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.

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We compare here some features of the emerging uses of Pokémon GO with earlier, though less successful, location-aware collection games such as Mogi. While mobility patterns are relatively similar, Pokémon GO brings about a distinctive augmented-reality dimension to the game experience, though it does not harness the social networking power of such location-aware game platforms to the same extent as earlier games.
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Salen Tekinbaş, Katie. "Afraid to roam: The unlevel playing field of Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 34–37. http://dx.doi.org/10.1177/2050157916677865.

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All games contain conflict, and all good games have uncertain outcomes. Whether conflict over resources, knowledge, or territory, to name a few types, games challenge players to overcome obstacles in interesting and fun ways. Pokémon Go challenges players to find and capture Pokémon, which requires time, patience, skill, and the freedom to access the game map (i.e., spaces in the real world) to its fullest extent. When players are denied full access, either through a technical glitch in the game—like when a server crashes or when networks become unavailable—or through real or imagined threats
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Mäyrä, Frans. "Pokémon GO: Entering the Ludic Society." Mobile Media & Communication 5, no. 1 (2016): 47–50. http://dx.doi.org/10.1177/2050157916678270.

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Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more complex skill sets and cultural practices that will be needed in broader cultural ludification developments, and for the next steps of entering the Ludic S
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Laato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.

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Exergames, i.e. games which aim to increase player’s physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokémon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokémon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokémon GO ar
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Murray, Megan, Jan Mokros, and Andee Rubin. "Mathematically Rich, Equitable Game Software." Mathematics Teaching in the Middle School 5, no. 3 (1999): 180–86. http://dx.doi.org/10.5951/mtms.5.3.0180.

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IT IS NO SECRET THAT MIDDLE SCHOOL STUdents spend significant amounts of free time playing software games, many of which fall into the “edutainment” category and many of which engage children in practicing mathematical skills. Middle school children and their parents spend a great deal of money on such software, often in the hopes of raising levels of mathematical achievement. The reasoning is as follows: If mathematical mastery can be accomplished in an entertaining and engaging manner, it is a win-win situation. Drill-and-practice games are especially popular, and in some instances they lead
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Malik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, wh
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Schlomann, Anna, and Peter Rasche. "Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games." Computer Games Journal 9, no. 4 (2020): 383–99. http://dx.doi.org/10.1007/s40869-020-00114-4.

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Abstract In 2019, the Harry Potter-themed augmented reality (AR) game Wizards Unite was released, one which employed the same game mechanics as Pokémon Go. In order to explore the similarities and differences in players’ perceptions, motivations to play, and missing functions in Wizards Unite and Pokémon Go, we conducted a web-based survey which targeted active players of Wizards Unite 14 weeks after its release. The results are compared to a survey applying the same methodology and questions directed at active players of Pokémon Go. An important reason why many players started playing Wizards
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de Souza e Silva, Adriana. "Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces." Mobile Media & Communication 5, no. 1 (2016): 20–23. http://dx.doi.org/10.1177/2050157916676232.

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In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, the
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Gee, Low Ann, Ambusam Subramaniam, Sivaguru Muthusamy, and Rajkumar Krishnan Vasanthi. "DOES PLAYING LOCATION-BASED AUGMENTED REALITY GAME INCREASES THE LEVEL OF PHYSICAL ACTIVITY?" Journal of Experimental Biology and Agricultural Sciences 9, Spl-1- GCSGD_2020 (2021): S182—S186. http://dx.doi.org/10.18006/2021.9(spl-1-gcsgd_2020).s182.s186.

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Recently, there are an increasing trend in location-based augmented reality (AR) games that require players to move around physically to acquire the in-game features as well as game bonuses. The introduction of this location-based augmented reality (AR) games, specifically, Pokémon Go, has made the players physically move around to achieve higher levels and indirectly, improves the level of physical activity. Thus, the objective of the current study is to examine the association between the time spent playing location-based AR games specifically Pokémon Go, and the level of physical activity o
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Egri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (2020): 37. http://dx.doi.org/10.3390/philosophies5040037.

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The game of Go was the last great challenge for artificial intelligence in abstract board games. AlphaGo was the first system to reach supremacy, and subsequent implementations further improved the state of the art. As in chess, the fall of the human world champion did not lead to the end of the game. Now, we have renewed interest in the game due to new questions that emerged in this development. How far are we from perfect play? Can humans catch up? How compressible is Go knowledge? What is the computational complexity of a perfect player? How much energy is really needed to play the game opt
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Raghothama, Jayanth, and Sebastiaan Meijer. "Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality." Simulation & Gaming 49, no. 3 (2018): 246–62. http://dx.doi.org/10.1177/1046878118770220.

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Background. The increasing cognizance of complexity in systems has brought into focus important questions about the methods and tools we use to address them. Games for design, where games and computer simulations are used together to create concrete and tangible designs in a pluralistic way, with multiple stakeholders within the game is a new area for simulation gaming. Aim. In this article about gaming for design, embedded in the design science approach towards game science, we raise important philosophical questions about this new area, as well as attempt to address practical questions at th
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McCrea, Christian. "Pokémon’s progressive revelation: Notes on 20 years of game design." Mobile Media & Communication 5, no. 1 (2016): 42–46. http://dx.doi.org/10.1177/2050157916678271.

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While it is important to frame Pokémon Go in terms of locative and AR design, it is equally important to frame the gameplay and format of two decades of the series’ games. Pokémon is a platform—a software and hardware layer requiring knowledge and experience to navigate. The games and products have become more successful with time, not less, and have built cultures of play knowledge, information gathering, and consumption practices that are unique to the Pokémon name. This essay will explain and expand on these game dynamics in order to illustrate the clear connections from Pokémon Go to the r
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Ren Hsu, Der. "CULTURAL CREATIVE AR GAME AND SIDE EFFECTS EVALUATION." INTERNATIONAL JOURNAL OF MANAGEMENT & INFORMATION TECHNOLOGY 11, no. 5 (2016): 3022–26. http://dx.doi.org/10.24297/ijmit.v11i5.4683.

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In cultural creative industry, mobile games are one of the most increasing markets. Pokemon Go, as an Augmented reality (AR) in mobile games, may lead to both video game and physical activity, but it also inevitably triggers a certain degree of side effects. Unfortunately, there is little objective, scientific research focused on evaluating the risks of side effects that result from information exchange among mobile devices. In this study, the Grey Relational Analysis (GRA) is employed to identify and evaluate the risks of Pokemon Go. This research finds “Walking or car accident”, “Distu
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Silver, David, Thomas Hubert, Julian Schrittwieser, et al. "A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play." Science 362, no. 6419 (2018): 1140–44. http://dx.doi.org/10.1126/science.aar6404.

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The game of chess is the longest-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. By contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by reinforcement learning from self-play. In this paper, we generalize this approach into a single AlphaZero algorithm that can achieve superhuman performance in many challenging games. Starting fro
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Ellis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (2020): e25117. http://dx.doi.org/10.2196/25117.

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Background Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedent
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Garro, Alfredo. "Computing Nash Equilibria in Non-Cooperative Games." International Journal of Intelligent Mechatronics and Robotics 3, no. 3 (2013): 29–42. http://dx.doi.org/10.4018/ijimr.2013070103.

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Game Theory has recently drawn attention in new fields which go from algorithmic mechanism design to cybernetics. However, a fundamental problem to solve for effectively applying Game Theory in real word applications is the definition of well-founded solution concepts of a game and the design of efficient algorithms for their computation. A widely accepted solution concept for games in which any cooperation among the players must be self-enforcing (non-cooperative games) is represented by the Nash equilibrium. However, even in the two players case, the best algorithm known for computing Nash e
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Tokgöz, Cemile, and Burak Polat. "Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul." European Journal of Social Science Education and Research 5, no. 1 (2018): 111–20. http://dx.doi.org/10.2478/ejser-2018-0012.

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Abstract Physical space has become intertwined with digital information with the escalatory development of information and communication technologies such as ubiquitous computing, mobile and wearable devices, GPS technology, wireless networks, smart city applications and augmented reality. The relationship between urban space and location-based technology has transformed everyday life practices; and one of these life practices is playing game. Location based mobile games (LBMGs) are being played on streets and provide interaction with urban environments. Mobile devices become the interface bet
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P. Rose, Simon, M. P. Jacob Habgood, and Tim Jay. "Designing a Programming Game to Improve Children’s Procedural Abstraction Skills in Scratch." Journal of Educational Computing Research 58, no. 7 (2020): 1372–411. http://dx.doi.org/10.1177/0735633120932871.

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The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations, Scratch users often produce code with ‘code smells’ such as duplicate blocks and long scripts which impact how they understand and debug projects. These code smells can be removed using procedural abstraction, an important concept in computer science rare
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Gong, Huiwen, Robert Hassink, and Gunnar Maus. "What does <i>Pokémon Go</i> teach us about geography?" Geographica Helvetica 72, no. 2 (2017): 227–30. http://dx.doi.org/10.5194/gh-72-227-2017.

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Abstract. Pokémon Go, a highly popular, recently launched augmented-reality-based video game, fosters players' interaction with the real world. In this commentary we elaborate on how location-based games, such as Pokémon Go, have provided insights into the perception and understanding of space, as well as into their impact on patterns of mobility. In addition to that, we compare Pokémon Go with geocaching, another location-based game, to further elaborate on what Pokémon Go fails to do in terms of the practices of geographical exploration.
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Tran, Kelly M. "Families, resources, and learning around Pokémon Go." E-Learning and Digital Media 15, no. 3 (2018): 113–27. http://dx.doi.org/10.1177/2042753018761166.

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In this study, I detail three families who play the popular mobile augmented reality game Pokémon Go together. I discuss the parents’ perceptions of the game’s educational merits and potential drawbacks and detail how learning occurs around the game. Using the framework of Distributed Teaching and Learning Systems, I argue that Pokémon Go and other games and digital media experiences that families engage with at home can be powerful resources, which connect and integrate with other sites and resources, both in-school and out-of-school. In the case of these families, parents engage in explicit
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Whitson, Jennifer, and Martin French. "Productive play: The shift from responsible consumption to responsible production." Journal of Consumer Culture 21, no. 1 (2021): 14–33. http://dx.doi.org/10.1177/1469540521993922.

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Regulatory approaches to games are organized by boundaries between game/not-game, game/gambling game, skilled/unskilled play, consumption/production. Perhaps more importantly, moral justifications for regulating gambling (and condemning digital games) are rooted in the idea that they consume our time and wages but give little in return. This article uses two case studies to show how these boundaries and justifications are now perforated and reconfigured by digital mediation. The case study of Daily Fantasy Sports (DFS) illustrates a contemporary challenge to rigid dichotomies between game/not
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By, Tomas. "Formalizing Game-play." Simulation & Gaming 43, no. 2 (2011): 157–87. http://dx.doi.org/10.1177/1046878110388239.

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Current computer conflict simulation games, or wargames, are opaque in the sense that most of the game mechanisms are not directly visible to the players and are frequently not described in user accessible documentation, have a transient lifetime that is mainly shaped by the evolution of graphics hardware and processor speed, and do not, in contrast with, for example, the well-known abstract board games CHESS and GO, have the technical prerequisites for critical intellectual discussion that the thought-intensive and knowledge-rewarding character of these games seems to warrant. The main reason
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Goldwaser, Adrian, and Michael Thielscher. "Deep Reinforcement Learning for General Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (2020): 1701–8. http://dx.doi.org/10.1609/aaai.v34i02.5533.

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General Game Playing agents are required to play games they have never seen before simply by looking at a formal description of the rules of the game at runtime. Previous successful agents have been based on search with generic heuristics, with almost no work done into using machine learning. Recent advances in deep reinforcement learning have shown it to be successful in some two-player zero-sum board games such as Chess and Go. This work applies deep reinforcement learning to General Game Playing, extending the AlphaZero algorithm and finds that it can provide competitive results.
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Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." International Journal of Smart Education and Urban Society 11, no. 1 (2020): 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.

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“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playi
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Morais, Dyego Carlos Sales de, and Taciana Pontual da Rocha Falcão. "Abordagem Participativa de Desenvolvimento de Jogos Digitais Educacionais no Contexto Escolar." Revista Brasileira de Informática na Educação 27, no. 01 (2019): 132. http://dx.doi.org/10.5753/rbie.2019.27.01.132.

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The current generation of young learners demands innovative educational approaches that meet their characteristics and needs. Recent initiatives go beyond the use of games and propose that students can construct games themselves, developing design and programming abilities, and learning curricular contents in more engaging ways. However, integrating digital games to educational settings involves several aspects related to the structure of educational systems and methods of teaching. This research analyzes two school-based processes of game development and identifies aspects that promote studen
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Wu, Bin. "Hierarchical Macro Strategy Model for MOBA Game AI." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 1206–13. http://dx.doi.org/10.1609/aaai.v33i01.33011206.

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The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games requires both strong macro strategies and delicate micro level execution. Recently, great progress has been made in micro level execution, while complete solutions for macro strategies are still lacking. In this paper, we propose a novel learning-based Hierarchical Macro Strategy model for mastering MOBA games, a sub-genre of RTS games. Trained by the Hierarchi
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Krawiec, Krzysztof, Wojciech Jaśkowski, and Marcin Szubert. "Evolving small-board Go players using coevolutionary temporal difference learning with archives." International Journal of Applied Mathematics and Computer Science 21, no. 4 (2011): 717–31. http://dx.doi.org/10.2478/v10006-011-0057-3.

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Evolving small-board Go players using coevolutionary temporal difference learning with archivesWe 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
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KUPFERMAN, ORNA, and YOAD LUSTIG. "LATTICED SIMULATION RELATIONS AND GAMES." International Journal of Foundations of Computer Science 21, no. 02 (2010): 167–89. http://dx.doi.org/10.1142/s0129054110007192.

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Multi-valued Kripke structures are Kripke structures in which the atomic propositions and the transitions are not Boolean and can take values from some set. In particular, latticed Kripke structures, in which the elements in the set are partially ordered, are useful in abstraction, query checking, and reasoning about multiple view-points. The challenges that formal methods involve in the Boolean setting are carried over, and in fact increase, in the presence of multi-valued systems and logics. We lift to the latticed setting two basic notions that have been proven useful in the Boolean setting
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Hagen, Achim, Pierre von Mouche, and Hans-Peter Weikard. "The Two-Stage Game Approach to Coalition Formation: Where We Stand and Ways to Go." Games 11, no. 1 (2020): 3. http://dx.doi.org/10.3390/g11010003.

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Coalition formation is often analysed in an almost non-cooperative way, as a two-stage game that consists of a first stage comprising membership actions and a second stage with physical actions, such as the provision of a public good. We formalised this widely used approach for the case where actions are simultaneous in each stage. Herein, we give special attention to the case of a symmetric physical game. Various theoretical results, in particular, for cartel games, are provided. As they are crucial, recent results on the uniqueness of coalitional equilibria of Cournot-like physical games are
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Westerholt, Rene, Heinrich Lorei, and Bernhard Höfle. "Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap." ISPRS International Journal of Geo-Information 9, no. 2 (2020): 129. http://dx.doi.org/10.3390/ijgi9020129.

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Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. Such games are also found in the OpenStreetMap context and playfully enrich the project’s geodatabase. Examples include Kort and StreetComplete. This article examines the role of spatially structured scoring systems as a motivational element. It is analysed how spatial structure in scoring systems is correlated with changes observed in the game be
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Wibowo, Hanafi, and Umi Laila Syarifah. "THE IMPLEMENTATION OF GO FISH GAME IN IMPROVING STUDENTS’ VOCABULARY." Lingua 1, no. 02 (2018): 11–20. http://dx.doi.org/10.34005/lingua.v1i02.399.

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English is very important, since English is one of international language for communication. Although English in Indonesia is a second language, in fact not all Indonesians use it well. It was determined by their mastery on vocabularies. Therefore, one of the creative efforts to create fun learning is by using a vocabulary game called Go Fish. It uses Flash Card media. This study aims to explore whether the Flash Card or Go Fish game media can improve student’s vocabulary or not. Experiment with Class Action Research (CAR) is used as the method of this study. The population of the study is fif
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BRIEC, WALTER. "BENEFIT FUNCTION AND DUALITY IN FINITE NORMAL FORM GAMES." International Game Theory Review 09, no. 03 (2007): 495–513. http://dx.doi.org/10.1142/s0219198907001564.

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Luenberger (1992, 1994) introduced a function he terms the benefit function, that converts preferences into a numerical function and has some cardinal meaning. In this paper, we show that the benefit function enjoys many interesting properties in a game theory context. We point out that the benefit function can be adapted to compare the mixed profiles of a game. Along this line, inspired from the Luenberger's approach, we propose a dual framework and establish a characterization of Nash equilibriums in terms of the benefit function. Moreover, some criterions are provided to identify the effici
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Aung, Htun Pa Pa, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "What Constitutes Fairness in Games? A Case Study with Scrabble." Information 12, no. 9 (2021): 352. http://dx.doi.org/10.3390/info12090352.

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The compensation system called komi has been used in scoring games such as Go. In Go, White (the second player) is at a disadvantage because Black gets to move first, giving that player an advantage; indeed, the winning percentage for Black is higher. The perceived value of komi has been re-evaluated over the years to maintain fairness. However, this implies that this static komi is not a sufficiently sophisticated solution. We leveraged existing komi methods in Go to study the evolution of fairness in board games and to generalize the concept of fairness in other contexts. This work revisits
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Khlomov, K. D., and D. G. Davydov. "What the Pokemon Go have study adolescents for?" Psychological-Educational Studies 9, no. 4 (2017): 86–98. http://dx.doi.org/10.17759/psyedu.2017090409.

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The paper reports the results of the research on the adolescents – Pokemon Go players. The hypotheses towards the role of the games with virtual and augmented reality within the modern society presented in the scientific literature are discussed. The aim of this research was to check the link between personal characteristics, the social situation factors (e.g. family context), young men images about him or herself, and meaning and personal value of the game. The results of the structured interviews with 44 adolescents playing Pokemon Go on the street are given; the players’ representations tow
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Madan, Christopher R. "Considerations for Comparing Video Game AI Agents with Humans." Challenges 11, no. 2 (2020): 18. http://dx.doi.org/10.3390/challe11020018.

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Video games are sometimes used as environments to evaluate AI agents’ ability to develop and execute complex action sequences to maximize a defined reward. However, humans cannot match the fine precision of the timed actions of AI agents; in games such as StarCraft, build orders take the place of chess opening gambits. However, unlike strategy games, such as chess and Go, video games also rely heavily on sensorimotor precision. If the “finding” was merely that AI agents have superhuman reaction times and precision, none would be surprised. The goal is rather to look at adaptive reasoning and s
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Aluri, Ajay. "Mobile augmented reality (MAR) game as a travel guide: insights from Pokémon GO." Journal of Hospitality and Tourism Technology 8, no. 1 (2017): 55–72. http://dx.doi.org/10.1108/jhtt-12-2016-0087.

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Purpose The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future. Design/methodology/approach Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pok
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Hjorth, Larissa, and Ingrid Richardson. "Pokémon GO: Mobile media play, place-making, and the digital wayfarer." Mobile Media & Communication 5, no. 1 (2017): 3–14. http://dx.doi.org/10.1177/2050157916680015.

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This special commentary for Mobile Media &amp; Communication seeks to put these divisive debates in context. Through the lens of Pokémon GO, we can understand and critically interpret a variety of issues involved in the politics and practice of playful mobile media. These issues move across debates around location-aware technologies in constructions of privacy (Coldewey, 2016; Cunningham, 2016), risk and surveillance (Machkovech, 2016; Mishra, 2016) to the role of mobile media in commodifying (Evangelho, 2016) and expanding the social, cultural, and creative dimensions of play (Isbister, 2016;
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Lee, Chang-Shing, Mei-Hui Wang, Sheng-Chi Yang, et al. "FML-based Dynamic Assessment Agent for Human-Machine Cooperative System on Game of Go." International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems 25, no. 05 (2017): 677–705. http://dx.doi.org/10.1142/s0218488517500295.

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In this paper, we demonstrate the application of Fuzzy Markup Language (FML) to construct an FML-based Dynamic Assessment Agent (FDAA), and we present an FML-based Human–Machine Cooperative System (FHMCS) for the game of Go. The proposed FDAA comprises an intelligent decision-making and learning mechanism, an intelligent game bot, a proximal development agent, and an intelligent agent. The intelligent game bot is based on the open-source code of Facebook’s Darkforest, and it features a representational state transfer application programming interface mechanism. The proximal development agent c
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Gao, Yifan, and Lezhou Wu. "Efficiently Mastering the Game of NoGo with Deep Reinforcement Learning Supported by Domain Knowledge." Electronics 10, no. 13 (2021): 1533. http://dx.doi.org/10.3390/electronics10131533.

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Computer games have been regarded as an important field of artificial intelligence (AI) for a long time. The AlphaZero structure has been successful in the game of Go, beating the top professional human players and becoming the baseline method in computer games. However, the AlphaZero training process requires tremendous computing resources, imposing additional difficulties for the AlphaZero-based AI. In this paper, we propose NoGoZero+ to improve the AlphaZero process and apply it to a game similar to Go, NoGo. NoGoZero+ employs several innovative features to improve training speed and perfor
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Goette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.

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Gender differences in video gaming have been observed in gaming motivations, behaviors, and perceptions. Unlike traditional video games, Pokémon Go is a mobile, augmented reality game accessible on a smartphone, so it remains unclear whether previous findings about gender differences apply to this game. This study used a mixed-methods approach to explore the playing habits and experiences of 452 college students. Differences in social media usage, domains and frequency in which the game interfered with, and activities during which the game was played were observed between genders. While studen
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Safira, Linda, Paulus Harsadi, and Sri Harjanto. "Penerapan Navmesh Dengan Algoritma A Star Pathfinding Pada Game Edukasi 3d Go Green." Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) 9, no. 1 (2021): 17. http://dx.doi.org/10.30646/tikomsin.v9i1.540.

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Cleanliness is one of the requirements to create a healthy living environment. But in reality, not everyone have a concern for environmental hygiene and health. For this reason, learning about the importance of caring for environmental cleanliness must be instilled early on. One interesting method to provide learning about environmental cleanliness can be through games. With the 3D visualization of this environmental cleanliness game, it is an effort to raise awareness of the importance of environmental hygiene and health in the community. The location used in making this game is Campus 1 Polt
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Frith, Jordan. "The digital “lure”: Small businesses and Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 51–54. http://dx.doi.org/10.1177/2050157916677861.

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Most of the discussion about Pokémon Go has focused on the end-user and the playful nature of the game. Experts have mentioned the game’s commercialism, but they have done so mostly by talking about the data collection practices of the app developers. This commentary piece takes a different approach by examining how businesses have used Pokémon Go’s “lures” to attract foot traffic. The main goal of the article is to show how the ludic, digital wayfaring of location-based games can be used by individual places to attract players. While the focus is on business owners, I will also address how ga
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Laato, Samuli, Teemu H. Laine, and A. K. M. Najmul Islam. "Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players." Multimodal Technologies and Interaction 4, no. 2 (2020): 29. http://dx.doi.org/10.3390/mti4020029.

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In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation,
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Qi, Shen, Chen Chun-Chih, and Wu Shu-Ming. "Research of the Attractiveness Factors of Tactical Competitive Shooting Mobile Games Based on Evaluation Grid Method." E3S Web of Conferences 179 (2020): 02037. http://dx.doi.org/10.1051/e3sconf/202017902037.

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The purpose of this paper is to explore the game player’s experience and preference for tactical competitive shooting mobile games, and to identify the attractiveness quality factors that affect the tactical competitive shooting mobile game design. In this paper, Game For Peace is the subject of discussion and research; qualitative research methods are adopted to go deeper into interviews involving deeper gamers; the attractiveness of the tactical competitive shooting mobile game is summarized; the evaluation grid is constructed and analyzed, which provides a reference for the subsequent tacti
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