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1

Wirman, Hanna. "Master of Go plays Mahjong." Journal of Gaming & Virtual Worlds 16, no. 2 (2024): 171–83. https://doi.org/10.1386/jgvw_00105_1.

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The novel Master of Go (Kawabata 1954) tells about a soon-retiring professional player of the board game Go. Loosely documenting a single yet nearly six months long match of Go that took place in 1938, the book explores an exciting game that reflected the changing times of post-war Japan. Intriguingly, the ‘master’ Hon’inbō Shūsai is also an avid player of games other than Go. This article demonstrates how the concepts ‘coincident play’ () and ‘continuum of play’ (2014) help to unpack how games co-exist in people’s lived experiences and thus support and relate to each other in non-trivial ways
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Soemitha, Geovanny Valerian, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME MOBILE ARCADE “COVID GO AWAY” BER PLATFORM ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 85. http://dx.doi.org/10.24912/jiksi.v9i1.11564.

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“Covid Go Away” is an arcade game with a campaign theme. This game is played on Android devices with minimum API Level Android 4.4 "Kit Kat" (API Level 19). The program used to make this game is Unity 2018.4.15f1 with the C# programming language. Game "Covid Go Away" consists of 6 mini games. Each mini game content information product in life during a pandemic. If the player's score has reached a certain score, the player will get a prize which can be seen on the main menu. Based on the results of beta testing with 34 respondents, the game "Covid Go Away" has succeeded in delivering informatio
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Çetiner, Burak, and Aylin Çalışkan. "Motivators Affecting Pokemon Go Players' In-Game Purchase Intentions Using Microtransactions." Anadolu Üniversitesi Sosyal Bilimler Dergisi 25, no. 1 (2025): 295–314. https://doi.org/10.18037/ausbd.1554425.

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In the last decade, gaming industry started seeing a rapid transformation from one-time charge and subscription based revenue models to freemium games with microtransactions. However, overwhelming the player base with microtransactions can lead to player frustration and resistance against the transactions, other players, and developers. Understanding the motivations behind gamers' purchases of virtual goods is crucial for game developers to tailor their offerings and increase sales, thus ensuring business sustainability. This exploratory study aims to understand the motivators influencing Poke
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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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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. Menca
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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 pla
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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 algor
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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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Schubhan, Marc, Sridhar Karra, Maximilian Altmeyer, and Antonio Krüger. "Like It or Not: Exploring the Impact of (Dis)liked Background Music on Player Behavior and Experience." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–19. http://dx.doi.org/10.1145/3677086.

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Entertainment media, including video games, utilize background music (BGM) to enhance ambiance and gameplay, with a growing trend of players replacing in-game audio with personal music for potentially improved gameplay. Yet, research has not systematically investigated the connection between liked or disliked BGM and player behavior and experience. With our work, we make this step by letting users play the popular and well-researched game Tetris with BGM of their choice, and go one step further by adding music to the game that they specifically dislike, as this direction has been neglected thu
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10

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
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Hirsch, Linda, Florian Müller, Francesco Chiossi, Theodor Benga, and Andreas Martin Butz. "My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 976–1001. http://dx.doi.org/10.1145/3611057.

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Social games benefit from social connectedness between players because it improves the gaming experience and increases enjoyment. In virtual reality (VR), various approaches, such as avatars, are developed for multi-player games to increase social connectedness. However, these approaches are lacking in single-player games. To increase social connectedness in such games, our work explores the visualization of physiological data from asynchronous players, i.e., electrocardiogram (ECG). We identified two visualization dimensions, the number of players, and the visualization style, after a design
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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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Arham, Zainul, Qurrotul Aini, and Sergio Pratama Arifin. "FAKTOR-FAKTOR MEMENGARUHI NIAT BERMAIN GAME AR BERBASIS LOKASI DENGAN TEORI USES & GRATIFICATIONS (STUDI KASUS: POKEMON GO)." JURNAL PERANGKAT LUNAK 7, no. 2 (2025): 173–85. https://doi.org/10.32520/jupel.v7i2.4167.

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Seiring dengan maraknya penggunaan smartphone, ranah video game berkembang pesat menjadi mobile game. Salah satu contoh fenomenal adalah Pokémon GO, yang pada tahun 2019 menghasilkan keuntungan yang sangat besar, yaitu sekitar $894 juta, berkat fitur terbarunya, yaitu PVP (Player Versus Player). Fitur ini menarik pemain baru dan lama, terutama di Indonesia, di mana pada tanggal 12 Januari 2020, Pokémon GO mengadakan turnamen pertama di Indonesia yang diikuti oleh 480 peserta. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi intensi bermain game Pokémon GO, dengan foku
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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
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15

Castanheira Retes de Sousa, Thiago, and Rafael Lima de Carvalho. "Development of an AI-based bot to Tibia MMORPG." Academic Journal on Computing, Engineering and Applied Mathematics 2, no. 2 (2021): 1–9. http://dx.doi.org/10.20873/uft.2675-3588.2021.v2n2.p1-9.

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Artificial Intelligence has always been used in designing of automated agents for playing games such as Chess, Go, Defense of the Ancients 2, Snake Game, billiard and many others. In this work, we present the development and performance evaluation of an automated bot that mimics a real life player for the RPG Game Tibia. The automated bot is built using a combination of AI techniques such as graph search algorithm A* and computer vision tools like template matching. Using four algorithms to get global position of player in game, handle its health and mana, target monsters and walk through the
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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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Williamson, Matt. "Nice day to go fishing." Science Fiction Film & Television 17, no. 3 (2024): 357–74. http://dx.doi.org/10.3828/sfftv.2024.20.

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This article analyzes the representation of repetition in Viva la Dirt League’s online fantasy television series Epic NPC Man. The show is a parodic depiction of a fictional multiplayer fantasy computer game in which a variety of non-player characters (NPCs) exhibit varying degrees of self-awareness. The very concept of the show entails an underlying formal reliance upon strategies of reproduction, with the series providing live-action reenactment of various conventional situations from video games. But repetition also appears within the show as an explicit theme, with the characters defined b
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Jenson, Jennifer, Nicholas Taylor, and Suzanne De Castell. "Epidemic: Learning Games Go Viral." Journal of the Canadian Association for Curriculum Studies 8, no. 2 (2011): 28–49. http://dx.doi.org/10.25071/1916-4467.30960.

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In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a timely project, given the ongoing anxieties, and false (and not so false) alarms, over SARS, Avian Flu, and H1N1. The game Contagion, the forerunner to Epidemic, mobilized the conventions and mechanics of single-player adventure games to engage players 'experientially' with health- and disease-related
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Rendu, Quentin. "Go Players Should Not Trust AI Win Rate." Journal of Go Studies 17, no. 2 (2023): 61–88. http://dx.doi.org/10.62578/476299.

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The advent of artificial intelligence (AI) has transformed the landscape of various strategic games, including Go. In 2016, the AI-powered engine AlphaGo defeated one of the world’s strongest players. Since then, Go engines have routinely been used by amateur and professional Go players to analyse theirgames. In the early stages of AI analysis, Go players relied solely on the AI win rate, the only available indicator. However, the AI win rate does not accurately reflect the win rate of human Go players and might be misleading. Katago, first released in 2019, is the first engine to provide scor
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Jørgen Jacobsen, Hans. "On the Foundations of Nash Equilibrium." Economics and Philosophy 12, no. 1 (1996): 67–88. http://dx.doi.org/10.1017/s0266267100003722.

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The most important analytical tool in non-cooperative game theory is the concept of a Nash equilibrium, which is a collection of possibly mixed strategies, one for each player, with the property that each player's strategy is a best reply to the strategies of the other players. If we do not go into normative game theory, which concerns itself with the recommendation of strategies, and focus instead entirely on the positive theory of prediction, two alternative interpretations of the Nash equilibrium concept are predominantly available.In the more traditional one, a Nash equilibrium is a predic
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Azahari, Azahari, Ivan Haristyawan, and Muhammad Jariansyah. "IMPLEMENTASI FSM SEBAGAI RESPON OTONOM DAN ADAPTIF NPC PADA GAME “AWANG MENJELAJAHI KOTA TENGGARONG”." Jurnal Ilmiah Matrik 22, no. 2 (2020): 153–61. http://dx.doi.org/10.33557/jurnalmatrik.v22i2.987.

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Development of the game towards a tourist promotion tool is very important. The game "Awang exploring the City of Tenggarong" is an android smartphone game that tells the story of a tourist / traveler named Awang who roams every tourist destination in the Tenggarong City. The development of this game uses multimedia development life cycle, starting from the concept, assembly, and testing. Artificial intelligence is also needed in the development of this game. Players will be accompanied by NPC (Non Player Character) in the form of a female tour guide. NPCs equipped with the Finite State Machin
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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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Dominguez, Mike, R. Michael Young, and Stephen Roller. "Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 134–39. http://dx.doi.org/10.1609/aiide.v7i1.12447.

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Online multiplayer gaming has emerged as a popular form of entertainment. the course of a multiplayer game, playerinteractions may result in interesting emer- gent narratives that go unnoticed. Afterthought is a system that monitors player activity, recognizes instances of story elements in gameplay and renders cinematic highlights of the story-oriented game play, allowing players to view these emergent narratives after completing their gameplay session. This paper describes Afterthought’s implementation as well as an empirical human-subjects evaluation of the effectiveness of the cinematics t
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Fujita, Kazuhisa. "AlphaDDA: strategies for adjusting the playing strength of a fully trained AlphaZero system to a suitable human training partner." PeerJ Computer Science 8 (October 4, 2022): e1123. http://dx.doi.org/10.7717/peerj-cs.1123.

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Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural netwo
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Ford, Robert, James Grime, Eric Harshbarger, and Brian Pollock. "Go First Dice for Five Players and Beyond." Recreational Mathematics Magazine 10, no. 17 (2023): 75–87. http://dx.doi.org/10.2478/rmm-2023-0004.

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Abstract Before a game begins, the players need to decide the order of play. This order of play is determined by each player rolling a die. Does there exist a set of dice such that draws are excluded and each order of play is equally likely? For four players the solution involves four 12-sided dice, sold commercially as Go First Dice. However, the solution for five players remained an open question. We present two solutions. The first solution has a particular mathematical structure known as binary dice, and results in a set of five 60-sided dice, where every place is equally likely. The secon
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Huang, Richard Feiyang. "The Impact of Flow State and Immersion in Video Games." Communications in Humanities Research 5, no. 1 (2023): 43–48. http://dx.doi.org/10.54254/2753-7064/5/20230028.

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Flow is a psychological concept that is often used in the design of applications and video games. This concept means that the user will go into a state of unawareness, which scales depending on the level of flow that they are in. In video games, the developer can vary the way that players experience this state or change the group of people that the game is suited for. Players can also change the level of flow by making decisions that will make their gameplay later on either easier or harder. This paper will discuss three factors that determine how and who will be able to enter the flow state i
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Valerio, Larue, Fatma Hilal Yagin, and Spiridon Plakias. "Comparative Analysis of Pass Go and Traditional Drill Training Methods on Passing Accuracy Development in Youth Football Players Aged 12-15 Years: A Randomized Controlled Trial." INSPIREE: Indonesian Sport Innovation Review 6, no. 02 (2025): 148–58. https://doi.org/10.53905/inspiree.v6i02.152.

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The purpose of the study. The precision of passing techniques is crucial for young football players, yet empirical comparisons of training methodologies during ages 12 to 15 are lacking. This randomized controlled trial evaluated the effectiveness of the Pass Go methodology, a game-based learning approach, against traditional drill training in enhancing passing accuracy, decision-making speed, and technical execution among youth football players. Materials and methods. Sixty youth football players aged 12-15 were randomly assigned to a 12-week intervention with three groups: Pass Go (game-base
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HUANG, TIMOTHY, GRAEME CONNELL, and BRYAN McQUADE. "EXPERIMENTS WITH LEARNING OPENING STRATEGY IN THE GAME OF GO." International Journal on Artificial Intelligence Tools 13, no. 01 (2004): 101–14. http://dx.doi.org/10.1142/s0218213004001430.

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We present an experimental methodology and results for a machine learning approach to learning opening strategy in the game of Go, a game for which the best computer programs play only at the level of an advanced beginning human player. While the evaluation function in most computer Go programs consists of a carefully crafted combination of pattern matchers, expert rules, and selective search, we employ a neural network trained by self-play using temporal difference learning. Our focus is on the sequence of moves made at the beginning of the game. Experimental results indicate that our approac
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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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Casamaximo, Rafael Furlanetto, Henrique Cristovão De Souza, Lucas Daniel Veríssimo, Luis Felipe Levinski Migliorini, Elieser Botelho Manhas Júnior, and Alan Salvany Felinto. "Guidelines for the development of Escape Room genre games utilizing the emotion-based MDA framework and its application on the Logic Gates project." Journal on Interactive Systems 14, no. 1 (2023): 481–93. http://dx.doi.org/10.5753/jis.2023.3199.

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The maturing and growth of the game industry made stagnant genres get back into popularity, as it is the case of Escape Room. This process increased the expectations related to the quality of games that were being developed, something that is directly connected to the enjoyment that the player will experience through the product. The enjoyment is a result of a variety of emotions in different intensities that the player goes through while playing the game. However, there is a lack of research, articles and information in how to think, plan and develop the emotions intended to be transmited to
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Liu, Chanjuan, Ruining Zhang, Yu Zhang, and Enqiang Zhu. "A Formal Representation for Intelligent Decision-Making in Games." Mathematics 11, no. 22 (2023): 4567. http://dx.doi.org/10.3390/math11224567.

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The study of intelligent game-playing has gained tremendous attention in the past few decades. The recent development of artificial intelligence (AI) players (e.g., the Go player AlphaGo) has made intelligent game-playing even more prominent in both academia and industry. The performance of state-of-the-art AI players benefits greatly from machine learning techniques, based on which, players can make estimations and decisions even without understanding the games. Although AI machines show great superiority over humans in terms of data processing and complex computation, there remains a vast di
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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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Deterding, Sebastian, and Joe Cutting. "Objective Difficulty-Skill Balance Impacts Perceived Balance but Not Behaviour: A Test of Flow and Self-Determination Theory Predictions." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 1179–205. http://dx.doi.org/10.1145/3611065.

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Flow and self-determination theory predict that game difficulty in balance with player skill maximises enjoyment and engagement, mediated by attentive absorption or competence. Yet recent evidence and methodological concerns are challenging this view, and key theoretical predictions have remained untested, importantly which objective difficulty-skill ratio is perceived as most balanced. To test these, we ran a preregistered study (n=309) using a Go-like 2-player game with an AI opponent, randomly assigning players to one of three objective difficulty-skill ratios (AI plays to win, draw, or los
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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 chall
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Austin, Hailey J., and Lydia R. Cooper. "Feeling the narrative control(ler): Casual art games as trauma therapy." Replay. The Polish Journal of Game Studies 8, no. 1 (2022): 119–33. http://dx.doi.org/10.18778/2391-8551.08.07.

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Through a combination of aesthetics and game mechanics, casual art games offer unique engagements with trauma, allowing players to practice grief or empathise with the traumatic experiences of others. Both “Spiritfarer” (Thunder Lotus Games 2020) and „Mutazione” (Die Gute Fabrik 2019) utilise similar aesthetics (2D art, pastel colours and calming music) alongside agency-driven gameplay mechanics (choosing when to let spirits go or how to react to a character’s trauma) that create a safe space. This is possible because neither game is competitive, nor does it allow the player to lose. Instead,
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Nunes, Leonardo Berté, and Benhur Pinós da Costa. "The Hybrid Space in Santa Maria (RS, Brazil): experiencing the city as a Pokémon Go player." Terr Plural 16 (2022): 1–20. http://dx.doi.org/10.5212/terraplural.v.16.2217390.012.

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We studied the smartphone game, Pokémon Go, from the perspective of phenomenology and the player’s experience. The experience constitutes and is constituted by the concept of hybrid space, given by the presence and movement of the player in the ‘real’ and’ ‘virtual’ spaces. We operationalized the search through self-narratives produced by the main author of the paper in his actions as a player in the urban space of Santa Maria (RS). As a result, we verified that there is the crucial importance of the body and movement to produce the experience and that the hybrid space, conformed to the practi
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Ghazali, Ezlika, Dilip S. Mutum, and Mei-Yuen Woon. "Exploring player behavior and motivations to continue playing Pokémon GO." Information Technology & People 32, no. 3 (2019): 646–67. http://dx.doi.org/10.1108/itp-07-2017-0216.

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Purpose The purpose of this paper is to identify the determinants of players’ continuance intentions to play Pokémon GO (PG) and ultimately make in-app purchases, mainly from the perspectives of psychological, social and gaming motivational factors. Design/methodology/approach The research model was empirically assessed based on 362 validated responses from current players of PG in Malaysia. Analysis was carried out using the partial least squares path modeling method. Findings The results indicated that enjoyment, network externalities, community involvement and the need-to-collect significan
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Fernanda, Adwita, Abid Renata Fadri Geovanni, and Miftahul Huda. "Application of Artificial Intelligence to the Development of Playing Ability in the Valorant Game." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 4, no. 1 (2022): 22–31. http://dx.doi.org/10.34306/itsdi.v4i1.566.

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From children to adults, everyone enjoys playing online games as a form of entertainment. Online games have a more popular market because they can meet other players worldwide connected to the internet. NPCs (players controlled by a computer system) are also available in online games as player substitutes or for skill practice. As a result, we have been interacting with artificial intelligence in the competition and our environment without realizing it. The game's AI (Artificial Intelligent) can offer an experience similar to playing with other players. Artificial intelligence may always influ
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Schmidt-Madsen, Jacob. "Discovering Dadu: A Ludemic Enigma from South Asia." Board Game Studies Journal 18, no. 1 (2024): 75–118. http://dx.doi.org/10.2478/bgs-2024-0004.

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Abstract Dadu is a traditional board game exclusively played within the Muslim Dawoodi Bohra community in South Asia. Most households have their own hand-stitched cloth board, together with a set of wood-turned playing pieces and cowrie shells for dice. Though formally a two-player game, it is commonly played in large teams during family gatherings. Non-community members rarely take part and the game remains virtually unknown to outsiders. Descriptions of the game are absent from the scholarly literature and it does not find mention in any of the major game encyclopedias. Surviving boards and
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Peaty, Gwyneth, and Tama Leaver. "The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic." Australasian Journal of Popular Culture 9, no. 2 (2020): 127–43. http://dx.doi.org/10.1386/ajpc_00023_1.

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This article explores the impact of COVID-19 on the developers and players of Pokémon GO through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players’ restricted mobility and isolation during the 2020 global pandemic. The release of Pokémon GO in 2016 was a watershed moment in the development of mobile augmented reality games. Building on a popular culture franchise familiar to many, it fused cutting-edge technology with memories of the past. Previous studies suggest playin
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Fuchs, Mathias, and Andreas Sudmann. "Games and AI: Paths, Challenges, Critique." Eludamos: Journal for Computer Game Culture 10, no. 1 (2020): 1–7. http://dx.doi.org/10.7557/23.6168.

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In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the
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Peaty, Gwyneth, and Tama Leaver. "The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic." Australasian Journal of Popular Culture 9, no. 2 (2020): 127–43. https://doi.org/10.1386/ajpc_00023_1.

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(Pre-print.) This article explores the impact of COVID-19 on the developers and players of&nbsp;<em>Pok&eacute;mon GO</em>&nbsp;through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players&rsquo; restricted mobility and isolation during the 2020 global pandemic. The release of&nbsp;<em>Pok&eacute;mon GO</em>&nbsp;in 2016 was a watershed moment in the development of mobile augmented reality games. Building on a popular culture franchise familiar to many, it fused cutting-edg
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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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Bartsch, Adam, Edward Benzel, Sergey Samorezov, and Vincent Miele. "High Energy American Football Head Impacts to the Side and Rear Damaging Than to the Front." Neurology 93, no. 14 Supplement 1 (2019): S10.1—S10. http://dx.doi.org/10.1212/01.wnl.0000580920.17339.01.

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ObjectiveThe aim of this study was to investigate head impact doses in American football. We analyzed time-synchronized video and data collected during n = 445 player-games of American football resulting in 2851video-verified impacts. Cases where a player sustained impacts and on video was demonstrably witnessed to meet the NFL’s “No-go” criteria were analyzed in-depth.BackgroundIn 2011, after reviewing scalar on-field kinematics data leading concussion clinicians concluded “Recent studies suggest that a concussive injury threshold is elusive, and may, in fact, be irrelevant when predicting th
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Fitzgerald, William M., and Jane U. Boyd. "Teacher to Teacher: A Number Line with Character." Arithmetic Teacher 41, no. 7 (1994): 368–69. http://dx.doi.org/10.5951/at.41.7.0368.

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Vince and Sarah are playing the Factor Game, a two-person game in which me first player selects a number from 1 to 30 (see game board in fig. 1). The second player then selects all the divisors of the first number that are less than that number. If Vince begins the game by choosing 13, Sarah would select 1 because the divisors of 13 are 1 and 13 and Vince has already elected 13. The score is then 13 to 1 in favor of Vince. During the second round of play it is Sarah's turn to go first. She chooses 24 and has a total of 1 + 24 = 25 points. However, next Vince can select 2, 3, 4, 6, 8, and 12 (t
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Tang, Hailun. "Analysis of the Influences of Game Localization on Game Public Relations." Communications in Humanities Research 18, no. 1 (2023): 175–80. http://dx.doi.org/10.54254/2753-7064/18/20231157.

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The relationship between game localization and public relations (PR) is becoming increasingly crucial in the rapidly globalizing gaming industry. This article explores the complexities of how effective localization strategies can enhance PR campaigns, thereby influencing the reception of a game across various markets. Using illustrative case studies such as Genshin Impact and Pokmon GO, people highlight the successes resulting from accurate localization and the difficulties resulting from cultural missteps or misaligned PR efforts. In addition, the role of technological advances such as AI and
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Whitehouse, Daniel, Peter Cowling, Edward Powley, and Jeff Rollason. "Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (2021): 100–105. http://dx.doi.org/10.1609/aiide.v9i1.12679.

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Monte Carlo Tree Search (MCTS) has produced many recent breakthroughs in game AI research, particularly in computer Go. In this paper we consider how MCTS can be applied to create engaging AI for a popular commercial mobile phone game: Spades by AI Factory, which has been downloaded more than 2.5 million times. In particular, we show how MCTS can be integrated with knowledge-based methods to create an interesting, fun and strong player which makes far fewer plays that could be perceived by human observers as blunders than MCTS without the injection of knowledge. These blunders are particularly
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Urbaniak, Karol, Jarosław Wątróbski, and Wojciech Sałabun. "Identification of Players Ranking in E-Sport." Applied Sciences 10, no. 19 (2020): 6768. http://dx.doi.org/10.3390/app10196768.

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Human activity is moving steadily to virtual reality. More and more, people from all over the world are keen on growing fascination with e-sport. In practice, e-sport is a type of sport in which players compete using computer games. The competitions in games, like FIFA, Dota2, the League of Legends, and Counter-Strike, are prestigious tournaments with a global reach and a budget of millions of dollars. On the other hand, reliable player ranking is a critical issue in both classic and e-sport. For example, the “Golden Ball” is the most valuable prize for an individual football player in the who
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Raposo, Diego J., and Padraig X. Lamont. "Mathematical analysis of the Royal Game of Ur." Board Game Studies Journal 17, no. 1 (2023): 1–46. http://dx.doi.org/10.2478/bgs-2023-0001.

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Abstract Despite many discoveries and proposals for rules for the ancient board game known as the Royal Game of Ur (RGU), no mathematical analysis has yet been performed investigating those rules. In an attempt to fill that gap, this paper presents an initial mathematical analysis of the RGU from an introductory point of view. The paper deduces the overall complexity of the RGU using a state-space and game-tree complexity analysis, allowing the RGU to be compared to the popular games Checkers, Backgammon, Ludo, Chess, and Go. The paper builds upon the fundamental laws of combinatorics and prob
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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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