Current Issue : October - December Volume : 2013 Issue Number : 4 Articles : 4 Articles
Recently, it was shown that Chess-like games may have no uniform(subgame perfect) Nash equilibria in pure positional strategies.\r\nMoreover, Nash equilibria may fail to exist already in two-person games in which all infinite plays are equivalent and ranked as\r\nthe worst outcome by both players. In this paper, we extend this negative result further, providing examples that are uniform Nash\r\nequilibria free, even in mixed or independently mixed strategies.Additionally, in case of independently mixed strategieswe consider\r\ntwo different definitions for effective payoff: the Markovian and the a priori realization....
Serious games represent the state-of-the-art in the convergence of electronic gaming technologies\r\nwith instructional design principles and pedagogies. Despite the value of high-fidelity content in\r\nengaging learners and providing realistic training environments, building games which deliver high\r\nlevels of visual and functional realism is a complex, time consuming and expensive process.\r\nTherefore, commercial game engines, which provide a development environment and resources to\r\nmore rapidly create high-fidelity virtual worlds, are increasingly used for serious as well as for\r\nentertainment applications. Towards this intention, the authors propose a new framework for the\r\nselection of game engines for serious applications and sets out five elements for analysis of engines\r\nin order to create a benchmarking approach to the validation of game engine selection. Selection\r\ncriteria for game engines and the choice of platform for Serious Games are substantially different\r\nfrom entertainment games, as Serious Games have very different objectives, emphases and\r\ntechnical requirements. In particular, the convergence of training simulators with serious games,\r\nmade possible by increasing hardware rendering capacity is enabling the creation of high-fidelity\r\nserious games, which challenge existing instructional approaches. This paper overviews several\r\ngame engines that are suitable for high-fidelity serious games, using the proposed framework....
Petri nets are graphical and mathematical tool for modeling, analyzing, and designing discrete event applicable to many systems.\r\nThey can be applied to game design too, especially to design serous game. This paper describes an alternative approach to the\r\nmodeling of serious game systems and classification of motivation behavior with Petri nets. To assess the motivation level of player\r\nability, this research aims at Motivation Behavior Game (MBG). MBG improves this motivation concept to monitor how players\r\ninteract with the game. This modeling employs Learning Vector Quantization (LVQ) for optimizing the motivation behavior input\r\nclassification of the player.MBG may provide information when a player needs help or when he wants a formidable challenge. The\r\ngame will provide the appropriate tasks according to players� ability. MBG will help balance the emotions of players, so players do\r\nnot get bored and frustrated. Players have a high interest to finish the game if the players are emotionally stable. Interest of the\r\nplayers strongly supports the procedural learning in a serious game....
We present the Brigade renderer: an efficient system that uses the path tracing algorithm to produce images for real-time games.\r\nWe describe the architecture of the Brigade renderer, and provide implementation details. We describe two games that have been\r\ncreated using Brigade....
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