COMP 763: Paper List
Paper Keywords
- [Online Gaming]
- [Cheating]
- [Mobile Gaming]
- [Game Engine]
- [Artificial Intelligence]
- [Game Narratives]
- [Game Genres]
- [Social Engineering]
- [Solving Games]
- [Game Development]
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On the effects of loose causal consistency in mobile multiplayer games
Angie Chandler and Joe Finney.
[BibTeX]
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Keywords: [Online Gaming], [Mobile Gaming]
Length:Medium
Abstract:
It is well understood that distributed multiplayer
games, as soft real-time systems, require a degree of
support from the underlying network in order to
function correctly, in terms of predictable end to end
bandwidth, latency and jitter. In a mobile
environment, such applications face even greater
challenges, as the latency of wireless networks is
much higher than their wireline counterparts, jitter is
often much higher due to network handoff and
bandwidth is at a premium. In fact, the latency of
many wide area wireless networks is beyond the
tolerance of most multiplayer games, rendering such
applications unusable.
This paper presents the design and experimental
evaluation of Rendezvous, a novel decentralized
consistency management mechanism that enables the
collaboration of multiple players in mobile real-time
games, even in a high latency environment. The
operation of the mechanism is validated through the
analysis of a real world example - a distributed mobile
multiplayer soccer game called Knockabout, which is
designed to operate on the Smartphone platform.
Experimental results are included not only comparing
Rendezvous to an existing consistency mechanism,
but also measuring the length of network delay
tolerated by the platform and its effect on the players.
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A Systematic Classification of Cheating in Online Games
Jeff Yan and Brian Randell.
[BibTeX]
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Keywords: [Online Gaming], [Cheating]
Length: Medium
Abstract:
Cheating is rampant in current game play on the Internet.
However, it is not as well understood as one might
expect. In this paper, we summarize the various known
methods of cheating, and we define a taxonomy of online
game cheating with respect to the underlying vulnerability
(what is exploited?), consequence (what type of failure
can be achieved?) and the cheating principal (who is cheating?).
This taxonomy provides a systematic introduction
to the characteristics of cheats in online games and how
they can arise. It is intended to be comprehensible and
useful not only to security specialists, but also to game developers,
operators and players who are less knowledgeable
and experienced in security. One of our findings is that although
cheating in online games is largely due to various
security failures, the four traditional aspects of security
confidentiality, integrity, availability and authenticity are
insufficient to explain it. Instead, fairness becomes a vital
additional aspect, and its enforcement provides a convincing
perspective for understanding the role of security techniques
in developing and operating online games.
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Versatile Walk Engine
Ronan Boulic, Branislav Ulicny, Daniel Thalmann.
[BibTeX]
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Keywords: [Game Engine]
Length: Long
Abstract:
Walking is one of the most characteristic motions of humans, and the
walking animation is indispensable for any game featuring humans or
human-like characters. We propose an efficient walk component for the
reactive animation of biped characters of any size and proportions.
The movement can be controlled by changing independently its style,
desired speed, and desired target position. Compared to traditional
approaches, our gait style parameterization provides an efficient way
to generate a multitude of varied walking animations, as needed, for
example, by crowd simulations (as seen in Figure 2.1). One of our key
specifications is to allow changes at any time as natural-looking
movements tend to fluctuate over time. The resulting challenge we
address is to maintain the smoothness of the gait and the coherence of
the steps while the speed and style parameters are changing. Combined
with the introduction of an angular speed parameter, we show how the
walk component deals with speed and position control to ease
higher-level behavioral control. Finally, we demonstrate its potential
in game-like settings: a group of nonplayer characters is controlled by
a rule-based behavioral module, and a player character is interactively
controlled by a gamepad
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Particle-based communication among game agents
Mike Klaas, Tristram Southey, Warren Cheung.
[BibTeX]
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Keywords: [Artificial Intelligence]
Length: Short (Prequel to the next paper by Yang)
Abstract:
One approach to creating realistic game AI is to create autonomous
agents that can perform effectively with no more
knowledge than a human player would have in their place. In
a multi-agent setting, it is also necessary to devise a means
for communicating among agents in collaborative game scenarios
(such as a group of controlled agents that are searching
for the player), since agents no longer have access to global
knowledge. We present a method for communication using
particle filters in the setting of game state estimation.
Particle filters are an efficient, nonparametric means of performing
inference in complex environments. Their use in
game AI is particularly compelling, as they provide an easy
way to represent nonlinear, non-Gaussian inferences about
the state space, while exhibiting computational thrift. We
demonstrate that communication among a group of agents
using particle filters to reason about the state space can be
accomplished in a natural way by sharing particles among
the agents filters. We also show how a criterion for deciding
when to communicate naturally falls out of this framework.
We apply this model in the setting of coordinated target detection,
and find that agents of heterogenous types and complexities
can nevertheless coordinate effectively.
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Particle-based State Estimation and
Communication for Game Agents
Suling Yang.
[BibTeX]
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Keywords: [Artificial Intelligence]
Length: Short (Sequel to the previous paper by Klaas)
Abstract:
Artificial intelligence for games is of great interest as video games
are more and more popular. Nowadays, people are looking for more
realistic game agents that take actions in the same way as intelligent
human beings. To estimate the next state of a target, a game
agent observes its surrounding and learns from these observations.
Several agents can communicate to share information in order to
find the target efficiently.
Particle filtering has been widely applied in game AI, because it is
an e±cient, nonparametric method to learn from observations and
is effective even for nonlinear, non-Gaussian state space distribu-
tion. In this project, I apply particle filters on state estimation for
each individual game agent and on the communication in multi-
agent settings. This report shows a few examples that I have tried
and the results on how well two game agents can communicate via
particle filters.
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Story Representation and Interactive Drama
Brian Magerko.
[BibTeX]
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Keywords: [Game Narratives]
Length: Medium
Abstract:
When building a story-intensive game, there is always the
question of how much freedom to give the player. Give the
player too little, and he may feel constrained and
disconnected from the character he is controlling. Give him
too much freedom, and the progression of the story may lag
or stop altogether. The field of interactive drama attempts
to strike a balance between interaction and authorship. The
story experienced in an interactive drama is dependent both
on the plot content authored as well as the player's choices
in the story. Which story representation is appropriate for a
particular approach to interactive drama and the relationship
between that language and other elements of the architecture
is a key factor in design. This paper introduces our
interactive drama architecture, IDA, and addresses the
requirements it has for a story representation. How those
requirements are met by our representational choices is the
focus of the rest of the paper.
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Approximating Game-Theoretic Optimal Strategies for Full-scale Poker
Darse Billings, N. Burch, Aaron Davidson, Robert Holte, Jonathan Schaeffer, T. Schauenberg and Duane Szafron.
[BibTeX]
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Keywords: [Artificial Intelligence]
Length: Medium
Abstract:
The computation of the first complete approximations
of game-theoretic optimal strategies for fullscale
poker is addressed. Several abstraction techniques
are combined to represent the game of 2-
player Texas Hold'em, having size O(10^18), using
closely related models each having size O(10^7).
Despite the reduction in size by a factor of 100
billion, the resulting models retain the key properties
and structure of the real game. Linear programming
solutions to the abstracted game are used
to create substantially improved poker-playing programs,
able to defeat strong human players and be
competitive against world-class opponents.
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Preventing Bots from Playing Online Games
Philippe Golle and Nicolas Ducheneaut.
[BibTeX]
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Keywords: [Online Gaming], [Cheating]
Length: Medium
Abstract:
As multiplayer online gaming gains in economic and social importance, an increasingly large number of players
is beginning to rely on bots (automated player agents) to gain unfair advantages in games. In this article we
study the problem of restricting participation in online games to human players so they can enjoy the game
without interference from the bots. We propose two broad approaches to prevent bots from playing online
games. The first consists of seamlessly integrating software-based tests (known as reverse Turing tests or
CAPTCHA tests) into online games to tell humans and computers apart. Our second contribution is to propose
hardware instantiations of CAPTCHA tests. Our techniques are applicable in a wide variety of online games,
from poker to "shoot'em ups." They are cost-effective, immune to cheating, and preserve the human players'
enjoyment of each game. We conclude with a discussion of how approaches to deter the use of bots may
complement our techniques to detect bots.
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Pervasive games: bringing computer entertainment back to the real world
Carsten Magerkurth, Adrian David Cheok, Regan L. Mandryk and Trond Nilsen.
[BibTeX]
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Keywords: [Game Genres]
Length: Long
Abstract:
This article gives an introduction and overview of the field of pervasive gaming, an
emerging genre in which traditional, real-world games are augmented with computing
functionality, or, depending on the perspective, purely virtual computer entertainment is
brought back to the real world.The field of pervasive games is diverse in the approaches
and technologies used to create new and exciting gaming experiences that profit by the
blend of real and virtual game elements. We explicitly look at the pervasive gaming
sub-genres of smart toys, affective games, tabletop games, location-aware games, and
augmented reality games, and discuss them in terms of their benefits and critical issues,
as well as the relevant technology base.
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Stand up and take your place: identifying narrative elements in narrative adventure and role-play games
Bride Mallon and Brian Webb.
[BibTeX]
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Keywords: [Game Narratives], [Social Engineering]
Length: Long
Abstract Or Intro:
This article reports results from a series of empirical studies exploring narrative
dimensions of adventure and role-play in computer-game design. It identifies aspects of
narrative employed in such games, considers the significance of narrative structures and
devices in increasing user-engagement, and reflects on game-design implications.Because not
all approaches identified in traditional narrative theory can be applied to the new,
interactive media, a phenomenological, reader-response methodology was used in the studies
to identify narrative considerations appropriate to game-players' experiences. In two model
focus-group studies, evaluative responses to games played in a controlled environment were
analyzed. From the factors identified as affecting engagement, those with narrative aspects
were isolated and their significance assessed. Among the factors identified are
characterization, identification, agency, motivation, plot, linearity, and authorial
control. Also considered is the disruption of primal narrative features of
narrative--causality, temporality, and linearity--within a hyper-structure, and a number of
design techniques and strategies to resolve such tensions and promote user engagement are
suggested.
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Solving Checkers
Jonathan Schaeffer, Yngvi Y. Björnsson,, N. Burch, Akihiro Kishimoto, Martin Müller, Robert Lake, Paul Lu and Steve Sutphen.
[BibTeX]
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Keywords: [Solving Games]
Length: Medium
Abstract:
AI has had notable success in building highperformance
game-playing programs to compete
against the best human players. However, the
availability of fast and plentiful machines with
large memories and disks creates the possibility of solving
a game. This has been done before for
simple or relatively small games. In this paper,
we present new ideas and algorithms for solving
the game of checkers. Checkers is a popular game
of skill with a search space of 10^20 possible positions.
This paper reports on our first result. One of
the most challenging checkers openings has been
solved - the White Doctor opening is a draw. Solving
roughly 50 more openings will result in the
game-theoretic value of checkers being determined.m
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GameFlow: a model for evaluating player enjoyment in games
Penelope Sweetser and Peta Wyeth.
[BibTeX]
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Keywords: [Social Engineering]
Length: Long
Abstract:
Although player enjoyment is central to computer games, there is currently no accepted
model of player enjoyment in games. There are many heuristics in the literature, based on
elements such as the game interface, mechanics, gameplay, and narrative. However, there is
a need to integrate these heuristics into a validated model that can be used to design,
evaluate, and understand enjoyment in games. We have drawn together the various heuristics
into a concise model of enjoyment in games that is structured by flow. Flow, a widely
accepted model of enjoyment, includes eight elements that, we found, encompass the various
heuristics from the literature. Our new model, GameFlow, consists of eight elements --
concentration, challenge, skills, control, clear goals, feedback, immersion, and social
interaction. Each element includes a set of criteria for achieving enjoyment in games. An
initial investigation and validation of the GameFlow model was carried out by conducting
expert reviews of two real-time strategy games, one high-rating and one low-rating, using
the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time
strategy games and the identification of the strengths and weaknesses of the GameFlow model
as an evaluation tool. The GameFlow criteria were able to successfully distinguish between
the high-rated and low-rated games and identify why one succeeded and the other failed. We
concluded that the GameFlow model can be used in its current form to review games; further
work will provide tools for designing and evaluating enjoyment in games.
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The social side of gaming: a study of interaction patterns in a massively multiplayer online game
Nicolas Ducheneaut and Robert J. Moore.
[BibTeX]
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Keywords: [Social Engineering]
Length: Medium
Abstract:
Playing computer games has become a social experience. Hundreds
of thousands of players interact in massively multiplayer online
games (MMORPGs), a recent and successful genre descending from
the pioneering multi-user dungeons (MUDs). These new games are
purposefully designed to encourage interactions among players, but
little is known about the nature and structure of these interactions. In
this paper, we analyze player-to-player interactions in two locations
in the game Star Wars Galaxies. We outline different patterns of
interactivity, and discuss how they are affected by the structure of
the game. We conclude with a series of recommendations for the
design and support of social activities within multiplayer games.
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Power games just want to have fun?: instrumental play in a MMOG.
T. L. Taylor.
[BibTeX]
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Keywords: [Social Engineering]
Length: Medium
Abstract:
In this paper I explore a particular slice of massive
multiplayer participants known as power gamers. Through
my ethnography of EverQuest, as well as interviews with
players, I analyze the ways these participants, who
operate with a highly instrumental game-orientation,
actually facilitate their play style through a variety
of distinctly social activities. Rather than seeing
this segment of the gaming population as "lone ranger"
figures or via various other "geek gamer" myths, this
work explores the way high-end players are actually
embedded in deeply social structures, rituals, and
practices.
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Is Bayesian Imitation Learning the Route to Believable Gamebots?
C. Thurau, T. Paczian and C. Bauckhage.
[BibTeX]
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Keywords: [Artificial Intelligence]
Length: Medium
Abstract:
As it strives to imitate observably successful actions, imitation
learning allows for a quick acquisition of proven behaviors.
Recent work from psychology and robotics suggests
that Bayesian probability theory provides a mathematical
framework for imitation learning. In this paper, we investigate
the use of Bayesian imitation learning in realizing
more life-like computer game characters. Following our general
strategy of analyzing the network traffic of multi-player
online games, we will present experiments in automatic imitation
of behaviors contained in human generated data. Our
results show that the Bayesian framework indeed leads to
game agent behavior that appears very much human-like.
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An improved safety solver for computer Go
X. Niu and M. Müller.
[BibTeX]
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Keywords: [Solving Games]
Length: Medium
Abstract:
Most Go-playing programs use a combination of search and heuristics
based on an inuence function to determine whether territories are safe. However,
to assure the correct evaluation of Go positions, the safety of stones and territories
must be proved by an exact method.
The rst exact algorithm, due to Benson [1], determines the unconditional safety
of stones and territories. Müller [3] develops static rules for detecting safety by
alternating play, and introduces search-based methods.
This paper describes new, stronger search-based techniques including regionmerging
and a new method for efciently solving weakly dependent regions. In
a typical nal position, more than half the points on the board can be proved safe
by our current solver. This almost doubles the number of proven points compared
to the 26.4% reported in [3].
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ScriptEase - A Demonstration of Ambient Behavior Generation for Computer Role-Playing Games
Maria Cutumisu, Matthew McNaughton, Duane Szafron, Thomas Roy, Curtis Onuczko, Jonathan Schaeffer, Mike Carbonaro.
[BibTeX]
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Keywords: [Game Development]
Length: Very Small
Abstract:
ScriptEase is a publicly-available visual tool that enables
game designers to easily create complex interactive stories
for computer role-playing games (CRPGs), without
programming. In particular, ScriptEase facilitates the
automatic generation of scripting code for ambient
behaviors of the numerous non-player characters (NPCs)
that populate the CRPG world. ScriptEase generates this
scripting code using generative design patterns, responding
to the challenge of creating entertaining and non-predictable
behaviors for NPCs, without the effort of writing custom
complex scripts for each NPC. This demonstration describes
the steps of generating complex and non-repetitive ambient
behavior scripts using generative behavior patterns with
ScriptEase, in the context of Neverwinter Nights, a CRPG
from BioWare Corp.
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ScriptEase: Generative Design Patterns for Computer Role-Playing
Matthew McNaughton, Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, James Redford and Dominique Parker).
[BibTeX]
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Keywords: [Game Development]
Length: Medium
Abstract:
Recently, some researchers have argued that
generative design patterns (GDPs) can leverage the
obvious design re-use that characterizes traditional
design patterns into code re-use. This paper provides
additional evidence that GDPs are both useful and
productive. Specifically, the current state-of-the-art in
the domain of computer games is to script individual
game objects to provide the desired interactions for
each game adventure. We use BioWare Corp.\u2019s
popular Neverwinter Nights computer role-playing
game to show how GDPs can be used to generate
game scripts. This is a particularly good domain for
GDPs, since game designers often have little or no
programming skills. We demonstrate our approach
using a new GDP tool called ScriptEase.
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A Novel Obsolescence-Based Approach to Event Delivery Synchronization in Multiplayer Games
S. Ferretti, M. Roccetti.
[BibTeX]
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Keywords: [Online Gaming]
Length: Long
Abstract:
Revenues generated by video games typically surpass those
provided by the cinematography industry. This large and
emerging market is driving researchers and practitioners to
develop innovative software techniques that allow game
players to enjoy exciting and interactive game experiences,
even when modern wireless handheld devices are used. In
this scenario, there is a growing demand of distributed
gaming architectures that are able to provide support to the
development of interactive multiplayer networked game
applications. To this aim, we have designed and developed
an event delivery service for multiplayer networked games
that drops obsolete events to guarantee an acceptable
interaction degree among remote players, while maintaining
the game state consistency. We report important results of an
experimental study we have carried out that confirm the
viability of our approach.
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(P)NFG: A Language and Runtime System for Structured Computer Narratives
Christopher J. F. Pickett and Clark Verbrugge and Félix Martineau.
[BibTeX]
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Keywords: [Game Narratives]
Length: Medium
Abstract:
Complex computer game narratives can suffer from logical
consistency and playability problems if not carefully constructed,
and current, state of the art design tools do little to
help analysis or ensure good narrative properties. A formallygrounded
system that allows for relatively easy design and
analysis is therefore desireable. We present a language and
an environment for expressing game narratives based on a
structured form of Petri Net, the Narrative Flow Graph. Our
"(P)NFG" system provides a simple, high level view of narrative
programming that maps onto a low level representation
suitable for expressing and analysing game properties.
The (P)NFG framework is demonstrated experimentally by
modelling narratives based on non-trivial interactive fiction
games, and integrates with the NuSMV model checker. Our
system provides a necessary component for systematic analysis
of computer game narratives, and lays the foundation for
all-around improvements to game quality.