Academic literature on the topic 'Go (Game) player'

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Journal articles on the topic "Go (Game) player"

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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 the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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Blasko, Dawn G., Heather C. Lum, Mason McGuire, Tiffany Eichler, Kameron Landers, and Kara Davis. "Pokémon Go as a Tool to Study the Social and Cognitive Factors that Impact Spatial Navigation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1221–25. http://dx.doi.org/10.1177/1541931218621280.

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Researchers in spatial navigation have the difficult task of finding ecologically valid measures while maintaining a reasonable degree of internal validity. This often means simulating wayfinding and navigation task in the laboratory which increases control but eliminates the experience of walking around a natural environment. Augmented reality games like Pokémon Go allow researchers a novel way to study individual differences in cognitive and social factors in wayfinding with a game already designed to motivate players to move around in the real world. In the current study, Pokémon Go was played either individually or socially (2 players) while a map of the player’ speed and location was created in real time. We measured play style preference, game experience and basic spatial skills (mental rotation). Mental rotation performance was correlated with enjoying the game and being more motivated to play. Although games scores and distances traveled did not differ between the individual and cooperative groups, participates reported a strong preference for playing with a group over playing alone.
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Kazmi, S., and I. J. Palmer. "Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter." International Journal of Computer Games Technology 2010 (2010): 1–14. http://dx.doi.org/10.1155/2010/536480.

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With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the “adaptive” mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of “emergence” which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.
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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 the notion of fairness and proposes the concept of dynamic komi Scrabble. We introduce two approaches, static and dynamic komi, in Scrabble to mitigate the advantage of initiative (AoI) issue and to improve fairness. We found that implementing the dynamic komi made the game attractive and provided direct real-time feedback, which is useful for the training of novice players and maintaining fairness for skilled players. A possible interpretation of physics-in-mind is also discussed for enhancing game refinement theory concerning fairness in games.
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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, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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Kurniawan, Harris. "Aplikasi Permainan Gomoku dengan Algoritma Negamax dan Alpha-Beta Search." Creative Information Technology Journal 1, no. 3 (2015): 231. http://dx.doi.org/10.24076/citec.2014v1i3.24.

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Permainan Gomoku adalah permainan dari jepang oleh dua orang yang dimainkan di atas papan Go. Go berarti lima, dan Moku adalah kata untuk batu yang berada di atas papan go dan narabe berarti berturut-turut. Pemain membuat aturan Renju agar permainan menjadi lebih variasi. Setiap pemain dapat mengetahui persis bagaimana posisi lawan dan pilihan langkah yang tersedia, berbeda halnya dengan permainan kartu, yang hanya dapat mengetahui kartu yang ada di tangan saja. Pemenangnya adalah pemain pertama yang mendapatkan 5 baris batu yang tidak terputus secara horizontal, vertikal, atau diagonal. Mencari pohon Negamax mengimplementasikan gagasan bahwa lebih buruk balasan lawan terbaik adalah, semakin baik Anda bergerak dan Alpa-Beta Search akan menganggap bahwa lawan adalah rasional ; yaitu , lawan bisa menghitung bergerak sebaik yang kita bisa, dan lawan akan selalu memilih langkah optimal dengan asumsi bahwa kita juga akan bermain dengan sempurna. Hasil dari penelitian ini adalah aplikasi permainan Gomoku yang dapat dimainkan pemain melawan komputer, juga komputer melawan komputer. Di mana daerah paling sudut di papan catur adalah daerah yang paling menguntungkan untuk setiap pemain. Berdasarkan hasil pengujian, didapatkan bahwa penggunaan metode Negamax dan dapat memberikan solusi pencarian langkah terbaik. Untuk mengetahui pemenang pada setiap permainan adalah dengan dengan jumlah biji hitam, maka pemenangnya adalah pemain dengan biji putih.Gomoku game is a game from Japan which is played by two men on the Go board. Go means five, and Moku is the word for a stone that is placed on the board and go narabe mean respectively. Renju players make the rules so that the game becomes more varied. Each player can know exactly the opponent position and move options available, unlike the card game, which can only know that the card is in the hand alone. The winner is the first player to get 5 stones unbroken line horizontally, vertically, or diagonally. The Negamax tree implements the idea that poorer opponent is, the better you move and Alpa - Beta Search will assume that the opponent is rational; ie, the opponent can calculate the best move we could, and the opponent will always choose the optimal step with the assumption that we will play perfectly. The results of this research is the application of Gomoku game that can be played against the computer players, also the computer against the computer. Where the area in the corner of the chess board is the most profitable areas for each player. Based on the test results, it was found that the use of the method and can provide solutions Negamax search the best move. To determine the winner in each game is with the number of black seeds, then the winner is the player with the white beans.
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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 between the player and urban space, and players experience the urban through the game narrative. Nowadays, the most popular LBMGs are Ingress and Pokémon Go. Although the both games were created by the same company and configured on the same map, they arouse different effects. LBMGs have a great potential to shape gaming experiences thus researching different effects of Ingress and Pokémon Go hold an academic importance. The difference between these two games can only be revealed by participating in game communities and conducting a qualitative research. Because of that, this study is built on an ethnographic research about Ingress and Pokémon Go; and the results of the research revealed the importance of sociability. In this study, firstly, LBMGs are defined and the influences of these games on everyday life are discussed. Secondly, the differences and similarities are examined between Ingress and Pokémon Go according to the analysis obtained from participant observation and in-depth interviews. Finally, the importance of sociability is emphasized and foresights are provided in the light of research results to contribute to the game studies.
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Halim, Hanasrullah, Wan Amirah Najwa Wan Idris, and Haslina Hassan. "Learning Logic Gate through 7-Gates Game." International Journal of Multimedia and Recent Innovation 2, no. 1 (2020): 1–10. http://dx.doi.org/10.36079/lamintang.ijmari-0201.70.

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This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
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Lantz, Björn. "Bankroll management in Sit and go poker tournaments." Journal of Gambling Business and Economics 10, no. 2 (2016): 1–10. http://dx.doi.org/10.5750/jgbe.v10i2.1096.

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This study focuses on Sit and go poker tournaments, where a player with an advantage over her opponents needs to manage her bankroll properly. The study applies the Kelly criterion to games that have several outcomes, where the organizer charges a rake. The premise is that an advantage itself is not enough for a poker player to play at any stakes, because risking too large a fraction of the bankroll will result in a negative expected growth rate, even though the game itself is characterized by a positive expected value. Accordingly, this study uses a formula-based approach to address the challenge of identifying games where the player’s current bankroll has the highest expected growth rate, while also considering differences in the rake.
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Iguider, Adil, Kaouthar Bousselam, Oussama Elissati, Mouhcine Chami, and Abdeslam En-Nouaary. "GO Game Inspired Algorithm for Hardware Software Partitioning in Multiprocessor Embedded Systems." Computer and Information Science 12, no. 4 (2019): 111. http://dx.doi.org/10.5539/cis.v12n4p111.

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The codesign is a robust methodology, used in modern embedded systems with the objective of achieving the functional specifications and meeting the non-functional requirements. The most interesting step in the codesing  is the process of  Hardware/Software Partitioning. The aim is to decide which functionalities of the system should be implemented in hardware ($HW$) or in software ($SW$). In this article, a new heuristic algorithm is proposed to simultaneously optimize the hardware area (cost) and the execution time (performance) of a multiprocessor system. The proposed algorithm is inspired from game theory and especially from the GO game. The system is modeled using the DAG graph (Data Acyclic Graph), and two players (HW player and SW player) play in turn and choose a block (functionality) from the graph (system). The HW player has the goal of optimizing the global HW area while the SW player has the objective of minimizing the global execution time. After the game termination, and based on the 0-1 Knapsack algorithm, a step of refinement is used to meet the constraint on the total hardware area or on the overall execution time if a constraint is pre-defined. Experimental results show that the proposed algorithm gives better solutions compared to the Simulated Annealing algorithm and the Genetic Algorithm.
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Dissertations / Theses on the topic "Go (Game) player"

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Palmestedt, Bill. "Player perceptions of Pokémon Go." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32476.

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In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for might be related to the pervasive nature of the game.
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SUNG, CHIA-HAO, and 宋家豪. "Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/z77s38.

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碩士<br>開南大學<br>商學院碩士班<br>107<br>Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go Abstract With the development of mobile devices and networks, people depend on mobile phone in their daily life, in accompany with the advent of more functional and playful. Recently, a very popular mobile game - Pokémon Go has caused the public entering a frenzy . With the combination of kinds of technologies, Augment reality (AR) and GPS positioning. Players can experience the adventure of game in their real life. This study aims to explores the perceived values of Pokémon go players, and how these factors leads players continuing play this game. The purpose of this study is to explore the impacts of perceived values (e.g.," utilitarian value", " hedonic value", "social value", "epistemic value", "emotional value" on "satisfaction ","flow experience" and "continuance intention". The survey method was conducted to collect research data. In the end, 367 valid questionnaires were collected. PLS software was used to carry out the research hypothesis. The results show that perceived "utilitarian value" has a positive effect on "satisfaction" but no significant effect on " flow experience"; " hedonic value " has a positive impact on both "satisfaction" and " flow experience ", " social value" has no positive effect on "satisfaction" and on “ flow experience", "emotional value" positively affects "satisfaction" and " flow experience ", " epistemic value" has a positive impact on "satisfaction" and " flow experience ". In addition "satisfaction" and "flow experience" have a significant impact on " continuance intention ". Gender differences exist in the relationship between "satisfaction" and " continuance intention", and that of "social value " and " flow experience". The study suggests that the company sure be increasing "satisfaction" and "flow experience" to increasing the intention of continuance . Keywords: Pokémon Go, Perceive Value, Consumer Value, Satisfaction, Flow Experience, Continuance Intention
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Balaban, Emily Claire. "Oh The Places We'll Go: The Game of Children's Spaces." Thesis, 2012. http://hdl.handle.net/10012/7081.

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Play is inarguably an important part of human development. Through play, children as young as three years of age learn social skills and values that will form the foundation of their development in to adult life. Children can be excluded from play for many reasons. Any visible or cognitive differences in a child can cause them to be marginalized in playgroups or daycares and later in their development, at school and camps. This makes it difficult for them to experience the types of play that are so important to their healthy development. This thesis examines the existing standards for accessible design, finding the contradictions in the information available, and exposing the gaps of information that make it impossible for designers to create truly inclusive play spaces for children. Collaboration with Camp Trillium, one of the foremost pediatric oncology camp programs in Ontario, will be a useful tool for gaining insight into the healing powers of inclusive play experiences for children. The product of this thesis will be the design of a system for creating inclusive play spaces that will allow children who have been marginalized by disabilities and illness to play freely with others. These fully-inclusive play spaces will aim to foster a new understanding of inclusivity in children; teaching those without distinguishing differences the value of relationships with people of differing challenges, and instilling in marginalized children a sense of self that helps them develop the confidence and social ability to penetrate the boundaries that have been inflicted on them.
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LIU, MEI-LUN, and 劉美倫. "A Study of Mobile Game Players Continuing Using Intention − A Case of Pokémon Go." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/24ddsa.

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碩士<br>華梵大學<br>資訊管理學系碩士班<br>107<br>With the development and advancement of technology, modern people must have a mobile phone. The frequency of use of mobile phones has already surpassed that of computers. Mobile phones can play games in addition to making calls. Mobile games have become one of the most important leisure entertainments in a busy society. This study is based on the Theory of Planed Behavior (TPB) and explores the willingness to use Pokémon GO game players. This research adopts the questionnaire survey method. The players of the Pokémon GO game line group and the Facebook community: "Pokémon GO" are collected samples. A total of 325 online questionnaires were collected, of which 313 were valid questionnaires. The questionnaire recovery rate was 96.3%. After the questionnaire was collected, the statistical software processing was performed using the computer suite statistical software SPSS. The statistical methods used include: narrative statistical analysis, t-test, single-factor variance analysis, and correlation and multiple regression analysis. The results of this study found that: First, there is no significant difference in the gender, age, marriage, education level and the time to start playing Pokémon GO games. Second, there is a significant difference in the use of the average daily login time and participation in Pokémon GO related activities. Third, there is a significant positive correlation between the "positive sentiment level" in the sense of pleasure and the "attitude" in the theory of planed behavior. Fourth, the study found that four factors such as "positive sentiment level", "manufacturer strategy", "attitude" and "heart flow experience" are significant predictors of continuous use intention.
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LAI, CHIH CHIEN, and 賴志堅. "The Research of Gamification and Involvement Theory on the Loyalty of Game Players - A Case Study of Pokemon GO." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/tnbs6h.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>106<br>This study takes Pokémon GO as an example to discuss the influence of gamification core driving force and involvement theory on game player loyalty. Launch of Pokémon GO made a stir in the world. In order to capture Pokémon GO, players flocked to the streets and after the craze many players were not active. It still retains about 65 million active users each month in the world. To find out Pokémon GO's advantage of attracting players and the disadvantages of losing players, questionnaire survey was conducted for the inactive players and active players of Pokémon GO. At first, a small sample number was selected and 30 players were investigated. After the project analysis, factor analysis and reliability analysis, the formal questionnaire was designed with a total of 37 questions, and was issued to Pokémon GO fan groups on Facebook. A total of 126 questionnaires were issued. After deletion of the questionnaires which are filled in the single answer, there are 112 valid questionnaires, and the effective questionnaire recovery rate is 88.9%. The data were analyzed by reliability analysis, descriptive statistical analysis, correlational analysis, and regression analysis. The results showed that the integration of gamified 8 core driving forces with the involvement theory has a significantly positive effect on loyalty. Pokémon GO's variables “significant mission and summon”, “development and achievement”, “creativity and feedback”, and “ownership and possessiveness” have a high explained power on loyalty, thus maintaining players’ loyalty. As a result, Pokémon GO still has 65 million active users each month.
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HSU, JUI-YING, and 徐瑞縈. "The Exploration of Game Motivation and Network Community Information Sharing Behaviors on the Pokémon GO Players’ Experience Satisfaction – The Pikachu Effect Verifications." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/95jh4d.

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碩士<br>育達科技大學<br>行銷與流通管理所<br>106<br>A huge change and influence on human life happened due to technology advance, smart phone popularization, network speed increase and application programs(APP) innovation. The invention of augmented reality technology is integrated with the game industry perfectly. The game named Pokémon GO motivates players to go outdoor and experience game in a different way. The market survey shows that the number of middle-aged Pokémon GO players is in an upward trend. Facing with the social structure change and population aging society, there are huge market opportunity of game industry. However, related researches regarding to middle-aged players have not seen in current literatures yet. This research is based on this trend. According to data collection from Taiwanese Pokémon GO players, this research will discuss about the motivation of Pokémon GO players, network community information sharing and the correlation between game experience and game experience satisfaction. It will also verify the age difference of Pikachu effect. The results of the study show that variables such as age, gender, education level, occupation and player rank all had significant differences in game motivation, network community information sharing and game experience. Education level and stratified age are significant differences in game experience satisfaction. The Pikachu effect of players over 51-year-old is stronger and the Pikachu effect influence game experience satisfaction.
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LAI, YEN KU, and 賴彥谷. "Research on the Motivation of Participating in Games and the Value of Virtual Item Affecting Players’ Willingness of Consumption - A Case Study of Pokemon GO." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ukxfp9.

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碩士<br>萬能科技大學<br>資訊管理研究所在職專班<br>107<br>Pokémon GO is the first mobile game that combines Location-Based Service (LBS) and Augmented Reality (AR). This study is aimed at the game participation motivation, value of virtual item, degree of immersion and willingness to consume of Pokémon GO players to understand the factors that affect the consumption of the Pokémon GO player, and to understand the potential business opportunities and consumption incentives of online games in Taiwan. This study conducted a questionnaire survey of players on the Internet for the convenience of sampling. The main research objects are members of Facebook Pokémon Related Society and Pokémon Player Line Group. This study used the data obtained from the questionnaire survey to perform statistical analysis with SPSS20 and SmartPLS2.0 software packages. The main findings of this study are as follows: 1.Self-affirmation, social needs, leisure and entertainment, and escape from reality. These motivations bring about a significant positive impact on the degree of flow. 2.Self-affirmation, social needs, leisure and entertainment. These motivations bring about a significant positive impact on the willingness to consume. 3.The virtual item function bring about a significant positive impact on degree of flow. 4.Reasonable virtual item prices and promotions bring about a significant positive impact on the willingness to consume. 5.The degree of flow bring about a significant positive impact on the willingness to consume.
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TSAI, CHENG-YU, and 蔡承育. "A Study of Influences of Senses of Virtual Community of Augmented Reality (AR) Games on Motivation and Stickness: Taking Examples of Ingress and Pokemon Go Players." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7u2shu.

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碩士<br>明志科技大學<br>經營管理系碩士班<br>105<br>This study contains the augmented reality (AR) game, the AR game is different from online game, it join real world map in game then make unprecedented trend, and popular game must be Pokemon Go and Ingress in these years, they both have Innovative, not only attract a multitude of player but also create economy growth of the tourism industry. However the trend will be eventually fade, if game want to sustainable operation, it must discover player's motivation. As a result, in this study is from the motivation side to discuss player's sense of community and stickiness, moreover, must investigate player’s participation factor. This study will investigate that Influences of senses of virtual community of AR games on motivation and stickiness, motivation is independent variable, sense of community is intervening variable as well as dependent variable. The study method uses the web survey procedure, furthermore, the participants in this study were augmented reality(AR) player via software SPSS20.0 and AMOS24.0 to verification hypothesis.   The results of the study were as follows: (1)Motivation of Pokemon Go and Ingress both have significantly positive effect on sense of community.(2) Sense of community of Ingress has significantly positive effect on stickiness, but Pokemon Go doesn’t has.(3) sense of virtual community of Ingress is the fully mediating effect, however sense of virtual community of Pokemon Go isn’t the mediating effect.
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Books on the topic "Go (Game) player"

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Berlekamp, Elwyn R. Mathematical go endgames: Nightmares for the professional go player. Ishi Press International, 1994.

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Lili, Niu, and Liu Lin, eds. Ren sheng shi ba ju: Xian zai wo jiang zhe yang xia. Lian jing chu ban shi ye gu fen you xian gong si, 2006.

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author, Li Bing editor, and Shuai Yehe editor author, eds. Wu Qingyuan jing zhan qi yi shang xi. Shi dai chu ban chuan mei gu fen you xian gong si, 2016.

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Zhongguo wei qi ming shou ming ju shang xi. Hubei ke xue ji shu chu ban she, 2005.

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Pak, Chʻi-mun. Yosun eso Yi Chʻang-ho kkaji: Pak Chʻi-mun paduk esei. Chʻŏngnyŏnsa, 1992.

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1965-, Kim Chʻang-ho, ed. Igŏt i Hangukhyŏng. Tasan Chʻulpʻansa, 2004.

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Yang, Sang-guk. Paduk ŭi kil, sam ŭi kil. Nanam, 2009.

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Zhou, Xue, and Xu Lihong, eds. Tao bi bu ru xiang shou: Qi pan shang de CEO - Li Changgao de gu shi. Chang jiang wen yi chu ban she, 2007.

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Dakʻyumentʻŏri Hanʼguk hyŏndae paduk 50-yŏn. Yŏng Midiŏ, 2002.

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Naiwei, Rui, and Yao Xuan, eds. Qing dai da guo shou. Shu hai chu ban she, 2011.

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Book chapters on the topic "Go (Game) player"

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Moudřík, Josef, and Roman Neruda. "Determining Player Skill in the Game of Go with Deep Neural Networks." In Theory and Practice of Natural Computing. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49001-4_15.

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Cazenave, Tristan. "Multi-player Go." In Computers and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87608-3_5.

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Koskinen, Elina, Dale Leorke, Kati Alha, and Janne Paavilainen. "Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO." In Augmented Reality Games I. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_7.

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Martin-Niedecken, Anna Lisa, and Ulrich Götz. "Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment “Plunder Planet”." In Serious Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_4.

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Nery Filho, Jesse, and Ana Isabel Veloso. "Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78111-8_7.

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Tong, Xin, Ankit Gupta, Diane Gromala, and Chris D. Shaw. "Players’ Experience of an Augmented Reality Game, Pokémon Go: Inspirations and Implications for Designing Pervasive Health Gamified Applications." In Distributed, Ambient and Pervasive Interactions. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58697-7_50.

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Hespanha, João P. "One-Player Dynamic Games." In Noncooperative Game Theory. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691175218.003.0015.

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This chapter focuses on one-player discrete time dynamic games, that is, the optimal control of a discrete time dynamical system. It first considers solution methods for one-player dynamic games, which are simple optimizations, before discussing discrete time cost-to-go. It shows that, regardless of the information structure (open loop, state feedback or other), it is not possible to obtain a cost lower than the cost-to-go. A computationally efficient recursive technique that can be used to compute the cost-to-go is dynamic programming. After providing an overview of discrete time dynamic programming, the chapter explores the complexity of computing the cost-to-go at all stages, the use of MATLAB to solve finite one-player games, and linear quadratic dynamic games. It concludes with a practice exercise and the corresponding solution, along with an additional exercise.
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Hespanha, João P. "One-Player Differential Games." In Noncooperative Game Theory. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691175218.003.0016.

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This chapter focuses on one-player continuous time dynamic games, that is, the optimal control of a continuous time dynamical system. It begins by considering a one-player continuous time differential game in which the (only) player wants to minimize either using an open-loop policy or a state-feedback policy. It then discusses continuous time cost-to-go, with the following conclusion: regardless of the information structure considered (open loop, state feedback, or other), it is not possible to obtain a cost lower than cost-to-go. It also explores continuous time dynamic programming, linear quadratic dynamic games, and differential games with variable termination time before concluding with a practice exercise and the corresponding solution.
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Hespanha, João P. "State-Feedback Zero-Sum Dynamic Games." In Noncooperative Game Theory. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691175218.003.0017.

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This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum discrete time dynamic game in a state-feedback policy. It begins by considering solution methods for two-player zero sum dynamic games in discrete time, assuming a finite horizon stage-additive cost that Player 1 wants to minimize and Player 2 wants to maximize, and taking into account a state feedback information structure. The discussion then turns to discrete time dynamic programming, the use of MATLAB to solve zero-sum games with finite state spaces and finite action spaces, and discrete time linear quadratic dynamic games. The chapter concludes with a practice exercise that requires computing the cost-to-go for each state of the tic-tac-toe game, and the corresponding solution.
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Peixoto, Elisabete, Estela Martins, António Batel Anjo, and Alexandre Silva. "Geo@NET in the context of the Platform of Assisted Learning from Aveiro University, Portugal." In Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch033.

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Geo@NET is a computer game, played online, whose main purpose is to motivate students to the study of Geosciences. This is the most recent game included in the Platform of Assisted Learning of “Projecto Matemática Ensino” (PmatE), and the first geosciences online game that was developed in Portugal. Geo@NET project involves the conception, planning, and development of several Question Generator Models, for online games and competitions between students of the 3rd cycle of Portuguese Basic Instruction. The main challenge of the game is to find the correct answers (true/false) in a set of affirmations. Only solving the questions of each level of the game allows the player to go to the next level. Since 2009, the number of games played in geo@NET has increased, which encourages for further developments of this project. Thus, this chapter aims to describe QGMs, the development of the game, and the results obtained so far.
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Conference papers on the topic "Go (Game) player"

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Hocquette, Céline. "Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?" In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/909.

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World-class human players have been outperformed in a number of complex two person games such as Go by Deep Reinforcement Learning systems GO. However, several drawbacks can be identified for these systems: 1) The data efficiency is unclear given they appear to require far more training games to achieve such performance than any human player might experience in a lifetime. 2) These systems are not easily interpretable as they provide limited explanation about how decisions are made. 3) These systems do not provide transferability of the learned strategies to other games. We study in this work how an explicit logical representation can overcome these limitations and introduce a new logical system called MIGO designed for learning two player game optimal strategies. It benefits from a strong inductive bias which provides the capability to learn efficiently from a few examples of games played. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning.
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Moudrik, Josef, Petr Baudis, and Roman Neruda. "Evaluating Go game records for prediction of player attributes." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317909.

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Guarese, Renan, Franklin Bastidas, João Becker, et al. "Cooking in the dark: a mixed reality empathy experience for the embodiment of blindness." In Proceedings of the XR in Games Workshop. Brazilian Computing Society, 2021. http://dx.doi.org/10.5753/xr_in_games.2021.15680.

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In the context of promoting a sense of empathy for the difference in people without disabilities, we propose a gaming experience that allows users to embody having a visual impairment. By occluding the user’s vision and providing spatialized audio and passive haptic feedback, allied with a speech recognition digital assistant, our goal is to offer a multi-sensory experience to enhance the user’s sense of embodiment inside a mixed reality blindness simulation. Inside the game environment, while expecting a guest to arrive, the player is required to cook a meal completely in the dark. Being aided solely by their remaining senses and a digital assistant, players must go through several tasks as to prepare dinner in time, risking to lose a love interest.
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Zhang, Yunsheng, Dong Yan, Bei Shi, et al. "Combining Tree Search and Action Prediction for State-of-the-Art Performance in DouDiZhu." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/470.

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AlphaZero has achieved superhuman performance on various perfect-information games, such as chess, shogi and Go. However, directly applying AlphaZero to imperfect-information games (IIG) is infeasible, due to the fact that traditional MCTS methods cannot handle missing information of other players. Meanwhile, there have been several extensions of MCTS for IIGs, by implicitly or explicitly sampling a state of other players. But, due to the inability to handle private and public information well, the performance of these methods is not satisfactory. In this paper, we extend AlphaZero to multiplayer IIGs by developing a new MCTS method, Action-Prediction MCTS (AP-MCTS). In contrast to traditional MCTS extensions for IIGs, AP-MCTS first builds the search tree based on public information, adopts the policy-value network to generalize between hidden states, and finally predicts other players' actions directly. This design bypasses the inefficiency of sampling and the difficulty of predicting the state of other players. We conduct extensive experiments on the popular 3-player poker game DouDiZhu to evaluate the performance of AP-MCTS combined with the framework AlphaZero. When playing against experienced human players, AP-MCTS achieved a 65.65\% winning rate, which is almost twice the human's winning rate. When comparing with state-of-the-art DouDiZhu AIs, the Elo rating of AP-MCTS is 50 to 200 higher than them. The ablation study shows that accurate action prediction is the key to AP-MCTS winning.
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Rajkovič, Vladislav. "Zakaj računalnik prekaša človeka v šahu v nogometu pa ne?" In Values, Competencies and Changes in Organizations. University of Maribor Press, 2021. http://dx.doi.org/10.18690/978-961-286-442-2.80.

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Modern information technology (IT), led by artificial intelligence, big data and robotics, have significant influence on our lives and work. Computer algorithms successfully solve logically complex problems, which are also a hard or even too hard nut to crack for humans. Years ago, we were stunned by the news that the computer had beaten the best chess player in the world. A similar thing happened with some challenging games, such as. GO. Many people were already asking themselves the question: What is left for a human being? A life in which we have to find ourselves even in new unpredictable situations is our ecosystem, which is anything but a well-defined game. In this game, IT is an important, sometimes indispensable, tool. The ways in which we operate are changing. That means also our professions. We are talking about job threats. We hear claims that “lower” jobs are more at risk. This is not necessarily true. E.g. the work of a waiter is very complex. It’s not just about food delivery. It's anything more. The work is also accompanied by possible unforeseen events between the waiters and the customer. It’s hard to imagine a robot being able to cope with such situations. On the other hand, the computer often surpasses the radiologist in analysing radiological images. But not always and everywhere. Because the patterns in the pictures can also be new unpredictable situations. For automatic diagnosis, if the algorithms achieve 95% accuracy is very good. They can be a good tool for humans. We know that 95% reliability is not enough for self-driving vehicles. It is therefore about the coexistence of man with computer algorithms, data and robots. In this connection, all jobs are changing. How we experience and survive these changes is primarily up to us humans.
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Sandholm, Tuomas. "Super-Human AI for Strategic Reasoning: Beating Top Pros in Heads-Up No-Limit Texas Hold'em." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/4.

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Poker has been a challenge problem in AI and game theory for decades. As a game of imperfect information it involves obstacles not present in games like chess and Go, and requires totally different techniques. No program had been able to beat top players in large poker games. Until now! In January 2017, our AI, Libratus, beat a team of four top specialist professionals in heads-up no-limit Texas hold'em, which has 10^161 decision points. This game is the main benchmark challenge for imperfect-information game solving. Libratus is the only AI that has beat top humans at this game. Libratus is powered by new algorithms in each of its three main modules: 1. computing blueprint (approximate Nash equilibrium) strategies before the event, 2. novel nested endgame solving during play, and 3. fixing its own strategy to play even closer to equilibrium based on what holes the opponents have been able to identify and exploit. These domain-independent algorithms have potential applicability to a variety of real-world imperfect-information games such as negotiation, business strategy, cybersecurity, physical security, military applications, strategic pricing, product portfolio planning, certain areas of finance, auctions, political campaigns, and steering biological adaptation and evolution, for example, for medical treatment planning.
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Tan, Kar Bin, Jason Teo, and Patricia Anthony. "Multi-objective Evolution of Neural Go Players." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.19.

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Mayer, Helmut A. "Board Representations for Neural Go Players Learning by Temporal Difference." In 2007 IEEE Symposium on Computational Intelligence and Games. IEEE, 2007. http://dx.doi.org/10.1109/cig.2007.368096.

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Zhang, Sihai, Zhiwei Song, and Zhi Liang. "Behavior statistics and social network analysis of online Go game players." In 2011 International Conference on Cloud and Service Computing (CSC). IEEE, 2011. http://dx.doi.org/10.1109/csc.2011.6138556.

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Watts, Cody, Ehud Sharlin, and Peter Woytiuk. "Exploring Interpersonal Touch-Based Interaction and Player Socialization in Prism Squad: GO!" In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_103.

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