Mission And Rule-Based Approach For Wargame Artificial Intelligence

John Rushing and John Tiller

This paper describes a multi-level mission based AI approach and its applications in strategic games and simulations. The approach is used to more closely model the decision making processes taking place at multiple levels of the command hierarchy. This approach also facilitates AI optimization by isolating and abstracting the decisions made at each level. The approach is illustrated using the real-time Naval Campaigns engine, which has already been used to produce four commercial games, with several more in development. In particular, the use of object-oriented AI in Naval Campaigns: Midway is discussed, and optimization of anti-submarine warfare behavior is demonstrated. The adaptation of the approach for the turn based ground combat series Panzer Campaigns is also presented.

Narrative Time in Video Games

Minhua Ma and Bhavinder Bassi

This paper analyses how the different tenses (i.e. past, present, and future), aspects (i.e. perfective aspect and progressive aspect), and pace (i.e. speed-up, slowdown, isochrony, etc.) can affect and be affected by narrative in video games. Since games are at large played in the eternal progressive aspect no matter whether they have a historical, present, or futuristic setting, this paper will look at the games and the elements that can take a game and attract a player into its surroundings, and discuss how different tenses, aspects, and pace can be displayed in various game genres and how different it is to express the time in video games as opposed to traditional narrative media.

Creating A Design Framework For Educational Language Games: A Hybrid Media Scenario Study

Janne Paavilainen, Hannamari Saarenpää, Antti Syvänen, Anu Seisto and Maija Federley

Recent years have seen growing interest in educational games. At the same time, there has been interest in the research of hybrid media. Hybrid media is a combination of print and electronic media. In this paper, we present a study on the design of educational language games for a hybrid media platform. Based on supportive studies and scenario research, we present a design framework with ten design guidelines which can be used to aid in the development of educational language games. The supportive studies consisted from literature review, focus group interview with four study book authors and informal examination of current educational language games. The scenario research consisted from interviewing six lower primary school teachers and 16 6th grade pupils.

Psycho- Stimulation Therapy By Tangram Game Using Augmented

Begoña García Zapirain, Amaia Méndez Zorrilla and Sabin Larrañaga

Tangram is a puzzle of Chinese origin which is being used more and more often as a tool for psychomotor activity therapies due to the fact that it boasts a series of advantages, such as spatial orientation, visual-motor coordination and visual perception. This project presents the development of a therapeutic tool based on the game of Tangram using augmented reality techniques. The therapy will continue to employ the traditional physical pieces, but the patient will be able to enjoy a much more entertaining experience when doing the exercises. At the same time, the augmented reality means that obtaining important information can be automated so that the therapist may recreate and assess the patient’s exercises. This therapy tool has been therapeutically specified and successfully trialled by a team of psychologists from a company called “Zuentzat Servicios Psicogerontológicos”, who used their patients as a test group.

Influence maps For Facilitating Tactical Engagement Decisions In Real-Time Strategy Games

Jacquelyne Forgette, Renata Wachowiak-Smolíková, and Mark P. Wachowiak

This paper presents a unique application of influence maps to the individual unit based engagement decision in real-time strategy games. Such a decision is necessary when AI strategic planning is interrupted by the opponent. As influence mapping applications are still relatively underrepresented in the literature, this paper attempts to motivate their importance and possible use in advanced game technology. A 2D real-time strategy game was built to demonstrate influence mapping in a particular tactical engagement decision. The decision is based not only on strength, but also on previous events, such as casualties. Rather than relying solely on the spatial distribution of power in decision making, influence maps add a temporal dimension to the process. Consequently, the engagement decision appears to be more realistic. This influence map approach has the potential to improve existing methods in other types of game AI systems.

Are We Game? A Study Of The Social Factors And Motivations Behind Video Gaming Amongst Female Undergraduates

Li Zhiqiang Nickole and Timothy Marsh

This paper describes the research and a study to better understand the social factors and motivations behind video gaming amongst females. Previous research has suggested that female gaming preferences differ from males, that female gamers can be studied as a homogenous category, and propose that something intrinsic to females causes them to avoid certain game genres. We describe a survey to test these and other claims with 154 female undergraduates from Singapore. Our findings show that while gender may contribute to a female’s gaming choices, gaming experience, social factors and self-identification are by far more important factors. While study subjects self-identified themselves as being either gamers or non-gamers, both groups played a variety of video games from various genres. In particular, we found that subjects were not limiting themselves to playing casual games or “pink games”, but that a lack of gaming experience may be a barrier to trying more hardcore genres. Results can be used to inform design and development and clarify how video games can be made more accessible to females.

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