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Ning Plus vous offre la possibilité de personnaliser et de contrôler pleinement, et Ning Pro vous assure évolution et mobilité. Cliquez ici pour afficher une comparaison complète des abonnements. Comment fonctionne l'essai gratuit pendant 30 jours ? Les 30 premiers jours sont entièrement gratuits ! Vous ne serez facturé que si vous dépassez votre période d'essai de 30 jours.The Escapist : The Philosophy of Game Design (part 1)
Ed. Note: This is the first installment of a four-part series discussing the philosophy of game design and how we define what makes a game "good." The series will continue in issue #274 of The Escapist Magazine.Making Computer Games Is Easy « Meditations on First Gaming Phil
Well, not really. Obviously the process of actually making a real game is laboriously difficult and beset with more problems than you could ever presuppose (which is sort of the point), so difficult that any project of any size will find it hard to ever estimate how long their game will take to make. If we are talking man hours to actual end content making games is ludicrously difficult. So maybe we can say finishing a game is hard, but actually making one? As in, getting out a tech demo/general proof of concept and letting it evolve?Taekwan Kim's Blog - Validation Theory
Today, I’d like to propose a very basic idea: a consequence is a reward whenever it validates the player. Conversely, and more importantly, a consequence is a punishment whenever it in validates the player. Simple, yes? Perhaps simplistic even.This large post has the final version of my dissertation, be advised that the word count came in at 6585 words, it’s a long read but you should be able to just skip to the Further Issues & The Nature of Puzzles sections right at the end without losing out on too much content. This dissertation will examine the nature of puzzle solving within computer games, focusing on two particular genres within gaming – The First Person Shooter (FPS) and the Graphic Adventure Computer Game genre. aiming analyse the reasons for why the graphic adventure computer game genre has diminished in popularity and standing within the games industry, comparing it to shooting games which continue to rise in popularity and sales year after year. In doing so, the intention is to understand the weakness’ inherent in the design of adventure games and therefore highlight where the common problems in adventure game design lay thus highlighting ways in which adventure games could be improved in future game designs.
Dissertation « The Dreaming Game Designer
"You are outgunned. You are massively outnumbered. You must win." These are your orders.
Arcen Games, LLC - AI War Features
Game Theory
We’re gathered in a conference room on the Berkeley campus, the detritus of a LAN party scattered around us. The table is covered with computers and pizza, and there’s a game of StarCraft projected on the screen. Oriol Vinyals, a PhD student in computer science, is commanding the Terran army in a life-or-death battle against the forces of the Zerg Swarm. Oriol is very good—one-time World Cyber Games competitor, number 1 in Spain, top 16 in Europe good. But his situation now is precarious: his goliath walkers are holding off the Zerg’s flying mutalisks, but they can’t be everywhere at once.
Skynet meets the Swarm: how the Berkeley Overmind won the 2010 StarCraft AI competition
Gamers beat algorithms at finding protein structures
i! Patrick Buckland here, CEO and owner of Stainless Games , the developer of Duels of the Planeswalkers . Last Wednesday, I wrote about the engine that drives Duels . In that article, I explained that the Magic engine is self-contained (separate from the user interface or any other code) and instance-based (you can have more than one of them at once). This separation has many advantages, some of which I talked about, but the stand-alone nature of the Magic engine is vital in another respect: the AI.
Duels of the Planeswalkers: All about AI : Daily MTG : Magic: The Gathering
Toastyfrog.com: Compendium of Useless Information : Games - The
(iStockphoto) Demis Hassabis, a research fellow at the Gatsby Computational Neuroscience Unit , University College London , is out to create a radical new kind of artficial brain. A former well-known UK videogame designer and programmer, he has produced a number of amazing games, including the legendary Evil Genius — which he denies selling to Microsoft, thus ruining a perfectly good joke. He also won the World Games Championships a record five times. But in 2005, he decided to move from narrow AI (used in his games) to a bigger challenge: creating artificial general intelligence (AGI). He decided to get a PhD in cognitive neuroscience, because “I felt it would be crazy to ignore the brain as a blueprint for new technologies for creating AGI,” he told me in a Skype chat from London.

