999 resultados para Single-player
Resumo:
Player experience of spatiality in first-person, single-player games is informed by the maps and navigational aids provided by the game. This project uses textual analysis to examine the way these maps and navigational aids inform the experience of spatiality in Fallout 3, BioShock and BioShock 2. Spatiality is understood as trialectic, incorporating perceived, conceived and lived space, drawing on the work of Henri Lefebvre and Edward Soja. The most prominent elements of the games’ maps and navigational aids are analysed in terms of how they inform players’ experience of the games’ spaces. In particular this project examines the in-game maps these games incorporate, the waypoint navigation and fast-travel systems in Fallout 3, and the guide arrow and environmental cues in the BioShock games.
Resumo:
This work is a follow up to 2, FUN 2010], which initiated a detailed analysis of the popular game of UNO (R). We consider the solitaire version of the game, which was shown to be NP-complete. In 2], the authors also demonstrate a (O)(n)(c(2)) algorithm, where c is the number of colors across all the cards, which implies, in particular that the problem is polynomial time when the number of colors is a constant. In this work, we propose a kernelization algorithm, a consequence of which is that the problem is fixed-parameter tractable when the number of colors is treated as a parameter. This removes the exponential dependence on c and answers the question stated in 2] in the affirmative. We also introduce a natural and possibly more challenging version of UNO that we call ``All Or None UNO''. For this variant, we prove that even the single-player version is NP-complete, and we show a single-exponential FPT algorithm, along with a cubic kernel.
Resumo:
Pour respecter les droits auteur, la version electronique de cette thèse a été dépouillée de ses documents visuels et audio-visuels. La version intégrale de la thèse a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
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This study aims to further research in the field of video games by examining flow during individual and co-operative gameplay. Using a puzzle game called Droppit, we examined differences in flow based on two modes of play: single player vs. co-operative gameplay. Co-operative gameplay was found to induce greater flow in participants than single player gameplay. Additionally, co-operative gameplay participants had increased feelings of Challenge-Skill Balance, Unambiguous Feedback, Transformation of Time and Autotelic Experience. Our findings suggest that co-operative gameplay, involving puzzle-based problems, may result in increased flow during video game play.
Resumo:
Social interactions in classic cognitive games like the ultimatum game or the prisoner's dilemma typically lead to Nash equilibria when multiple competitive decision makers with perfect knowledge select optimal strategies. However, in evolutionary game theory it has been shown that Nash equilibria can also arise as attractors in dynamical systems that can describe, for example, the population dynamics of microorganisms. Similar to such evolutionary dynamics, we find that Nash equilibria arise naturally in motor interactions in which players vie for control and try to minimize effort. When confronted with sensorimotor interaction tasks that correspond to the classical prisoner's dilemma and the rope-pulling game, two-player motor interactions led predominantly to Nash solutions. In contrast, when a single player took both roles, playing the sensorimotor game bimanually, cooperative solutions were found. Our methodology opens up a new avenue for the study of human motor interactions within a game theoretic framework, suggesting that the coupling of motor systems can lead to game theoretic solutions.
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We analyze simultaneous discrete public good games wi.th incomplete information and continuous contributions. To use the terminology of Admati and Perry (1991). we consider comribution and subscription games. In the former. comrioutions are :1ot rcfunded if the project is not completed. while in thp. iatter they are. For the special case whp.re provision by a single player is possible we show the existence of an equilibrium in Doth cootribution and subscription games where a player decides to provide the good by himself. For the case where is not feasible for a single player to provide the good by himself, we show that any equilibriwn of both games is inefficient. WE also provide a sufficient condition for "contributing zero" to be the unique equilibrium of the contribution garoe with n players and characterize e
Resumo:
We analyze simultaneous discrete public good games with incomplete information and continuous contributions. To use the tenninology of Admati and Perry (1991), we consider contribution and subscription games. In the former, contributions are not refunded ifthe project is not completed, while in the latter they are. For the special case where provision by a single player is possible we show the existence of an equihbrium in both contnbution and subscription games where a player decides to provide the good by himself. For the case where is not feasible for a single player to provide the good by himself: we show that there exist equilibria of the subscription game where each participant pays the same amount. Moreover, using the technical apparatus from Myerson (1981) we show that neither the subscription nor the contribution games admit ex-post eÁ cient equibbria. hl addition. we provide a suÁ cient condition for êontributing zero 'to be the unique equihbrium of the contnbution game with n players.
Resumo:
Formula Racing Team Manager (FRTM) se trata de un juego de un solo jugador, para Android, donde el jugador tendrá como objetivo principal ascender desde la quinta división inicial hasta la primera y lograr allí ganar la clasificación por equipos ante 19 equipos manejados por el sistema. Por el camino tendrá que gestionar una gran cantidad de tareas distintas en el juego, desde la gestión del equipo en sí a la gestión estratégica de las carreras. Para conseguir el objetivo será básico lograr una buena gestión económica, la fuente principal de ganancias son los patrocinadores, pudiendo contar con un total de cuatro simultáneamente. El dinero conseguido se utilizará en mejorar el equipo (empleados, coche y pilotos) lo máximo posible para conseguir mejores resultados en carrera. Hay una gran cantidad de circuitos disponibles, todos reales, combinando circuitos históricos del calendario de Fórmula 1 con actuales y con circuitos otros populares en otras categorías (a destacar la inclusión de carreras de resistencia como las 500 millas de Indianápolis o las 24 horas de Le Mans). Será importante entender bien los parámetros de cada circuito para lograr un buen resultado en todos ellos. La temporada se divide en 20 grandes premios, formado cada uno por tres sesiones (entrenamientos, clasificación y carrera). En los entrenamientos el jugador podrá, durante dos horas, dar todas las vueltas que cree oportuno hasta que su tiempo se agote, para encontrar así la mejor configuración posible para el coche, y obtener los datos de consumos y desgastes que encuentre necesarios para emplearlos en carrera. En la sesión de clasificación (separada en tres rondas), se decidirán las posiciones de salida en carrera Antes de la carrera el jugador deberá decidir qué estrategia utilizar en ella, escogiendo la configuración del coche, los compuestos de neumáticos y las cargas de combustible a utilizar en cada parada. Durante la carrera también podrá cambiar ciertos parámetros en caso de que la situación de carrera no se adapte a sus expectativas, teniendo así un control total de lo sucedido en carrera, como si de un director deportivo de un equipo real de Fórmula 1 se tratase. Durante la carrera, se irán simulando las vueltas cuando el jugador así lo desee y lo indique mediante un reproductor disponible. Posteriormente, al terminar la carrera volverá a predominar la gestión económica del equipo por parte del jugador, teniendo que controlar los desgastes de cada una de las diez piezas distintas del coche para evitar roturas, y volviendo a poder entrenar a pilotos y empleados. El juego está disponible tanto en español como en inglés. ABSTRACT. Formula Racing Team Manager (FRTM) is a single player game, for Android, where the player has the main objective of promoting from the initial fifth division to the first one, and winning there the championship against 19 teams managed by the system. On the way, the player will have to manage a different number of tasks in the game, from the team management to the race strategic management. To complete that objective a basic key is to achieve a good economic management, the main source of incomes are the sponsors; being able to have a total of four at the same time. The money received will have to be spent on improving the team (staff, car and drivers) the best as possible to try to achieve even better race results. There are a lot of available circuits throughout the game, all of them real, combining some historical from Formula 1 calendar with actual ones, and also with some popular circuits from other categories (to highlight the inclusion of endurance races like the 500miles from Indianapolis and the 24 hours of Le Mans). It will be basic to fully understand the parameters from each circuit to achieve a good result in all of them. The season is divided in 20 Grand Prix, every one of them composed by three sessions (free practice, qualifying and race). In the Free Practice session the player will get the chance to driver all the laps he can in two hours, to try to get the best possible setup for the car and to obtain data from tyres wear and fuel consumption. On the qualifying session (composed by three rounds), the starting grid for the race will be decided. Before the race, the player will have to choose the strategy to use, deciding the car setup, the tyres compound and the fuel inputs for every pit stop to do. Also, throughout the race, the player will get the chance to change some parameters of that strategy in case of the race not going as expected. On the race, every lap will be simulated when the player decides. And, after the race is finished, the player will have to work again on the economy and team management, controlling the wear of every car part to avoid malfunctions, and being able to train drivers and staff. The game is available in both spanish and english.
Resumo:
The American College of Sports Medicine argues that sports performance is improved with optimal nutrition (ACSM position stand, MSSE 2009, Mar; 41(3):709-31). However, scientific evidence shows that professional athletes do not achieve nutritional recommendations (Farajian et al, IJSNEM 2004 Oct; 14(5):574-85; Shroeder et al EJSS 2004 Jun 4 (2):1; Nogueira & Da Costa, IJSNEM 2004; 14:684-697) Objectives: a) describe the nutritional practices of one professional basketball player b) carry out a long term nutritional intervention to adapt his diet to current recommendations.
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Time-domain modelling of single-reed woodwind instruments usually involves a lumped model of the excitation mechanism. The parameters of this lumped model have to be estimated for use in numerical simulations. Several attempts have been made to estimate these parameters, including observations of the mechanics of isolated reeds, measurements under artificial or real playing conditions and estimations based on numerical simulations. In this study an optimisation routine is presented, that can estimate reed-model parameters, given the pressure and flow signals in the mouthpiece. The method is validated, tested on a series of numerically synthesised data. In order to incorporate the actions of the player in the parameter estimation process, the optimisation routine has to be applied to signals obtained under real playing conditions. The estimated parameters can then be used to resynthesise the pressure and flow signals in the mouthpiece. In the case of measured data, as opposed to numerically synthesised data, special care needs to be taken while modelling the bore of the instrument. In fact, a careful study of various experimental datasets revealed that for resynthesis to work, the bore termination impedance should be known very precisely from theory. An example is given, where the above requirement is satisfied, and the resynthesised signals closely match the original signals generated by the player.
Resumo:
A driving argument behind recent EU treaty reforms was that more qualified majority voting (QMV) was required to reduce the potential dangers of legislative paralysis caused by enlargement. Whilst existing literature on enlargement mostly focuses on the question of what changed in the legislative process after the 2004 enlargement, the question of why these changes occurred has been given far less attention. Through the use of a single veto player theoretical model, this paper seeks to test and explain whether enlargement reduces the efficiency of the legislative process and alters the type of legislation produced, and whether QMV can compensate for these effects. In doing this, it offers a theoretical explanation as to why institutional changes that alter the level of cohesion between actors in the Council have an influence over both the legislative process and its outcomes.
Resumo:
The aim of this thesis was threefold, firstly, to compare current player tracking technology in a single game of soccer. Secondly, to investigate the running requirements of elite women’s soccer, in particular the use and application of athlete tracking devices. Finally, how can game style be quantified and defined. Study One compared four different match analysis systems commonly used in both research and applied settings: video-based time-motion analysis, a semi-automated multiple camera based system, and two commercially available Global Positioning System (GPS) based player tracking systems at 1 Hertz (Hz) and 5 Hz respectively. A comparison was made between each of the systems when recording the same game. Total distance covered during the match for the four systems ranged from 10 830 ± 770 m (semi-automated multiple camera based system) to 9 510 ± 740m (video-based time-motion analysis). At running speeds categorised as high-intensity running (>15 km⋅h-1), the semi-automated multiple camera based system reported the highest distance of 2 650 ± 530 m with video-based time-motion analysis reporting the least amount of distance covered with 1 610 ± 370 m. At speeds considered to be sprinting (>20 km⋅h-1), the video-based time-motion analysis reported the highest value (420 ± 170 m) and 1 Hz GPS units the lowest value (230 ± 160 m). These results demonstrate there are differences in the determination of the absolute distances, and that comparison of results between match analysis systems should be made with caution. Currently, there is no criterion measure for these match analysis methods and as such it was not possible to determine if one system was more accurate than another. Study Two provided an opportunity to apply player-tracking technology (GPS) to measure activity profiles and determine the physical demands of Australian international level women soccer players. In four international women’s soccer games, data was collected on a total of 15 Australian women soccer players using a 5 Hz GPS based athlete tracking device. Results indicated that Australian women soccer players covered 9 140 ± 1 030 m during 90 min of play. The total distance covered by Australian women was less than the 10 300 m reportedly covered by female soccer players in the Danish First Division. However, there was no apparent difference in the estimated "#$%&', as measured by multi-stage shuttle tests, between these studies. This study suggests that contextual information, including the “game style” of both the team and opposition may influence physical performance in games. Study Three examined the effect the level of the opposition had on the physical output of Australian women soccer players. In total, 58 game files from 5 Hz athlete-tracking devices from 13 international matches were collected. These files were analysed to examine relationships between physical demands, represented by total distance covered, high intensity running (HIR) and distances covered sprinting, and the level of the opposition, as represented by the Fédération Internationale de Football Association (FIFA) ranking at the time of the match. Higher-ranking opponents elicited less high-speed running and greater low-speed activity compared to playing teams of similar or lower ranking. The results are important to coaches and practitioners in the preparation of players for international competition, and showed that the differing physical demands required were dependent on the level of the opponents. The results also highlighted the need for continued research in the area of integrating contextual information in team sports and demonstrated that soccer can be described as having dynamic and interactive systems. The influence of playing strategy, tactics and subsequently the overall game style was highlighted as playing a significant part in the physical demands of the players. Study Four explored the concept of game style in field sports such as soccer. The aim of this study was to provide an applied framework with suggested metrics for use by coaches, media, practitioners and sports scientists. Based on the findings of Studies 1- 3 and a systematic review of the relevant literature, a theoretical framework was developed to better understand how a team’s game style could be quantified. Soccer games can be broken into key moments of play, and for each of these moments we categorised metrics that provide insight to success or otherwise, to help quantify and measure different methods of playing styles. This study highlights that to date, there had been no clear definition of game style in team sports and as such a novel definition of game style is proposed that can be used by coaches, sport scientists, performance analysts, media and general public. Studies 1-3 outline four common methods of measuring the physical demands in soccer: video based time motion analysis, GPS at 1 Hz and at 5 Hz and semiautomated multiple camera based systems. As there are no semi-automated multiple camera based systems available in Australia, primarily due to cost and logistical reasons, GPS is widely accepted for use in team sports in tracking player movements in training and competition environments. This research identified that, although there are some limitations, GPS player-tracking technology may be a valuable tool in assessing running demands in soccer players and subsequently contribute to our understanding of game style. The results of the research undertaken also reinforce the differences between methods used to analyse player movement patterns in field sports such as soccer and demonstrate that the results from different systems such as GPS based athlete tracking devices and semi-automated multiple camera based systems cannot be used interchangeably. Indeed, the magnitude of measurement differences between methods suggests that significant measurement error is evident. This was apparent even when the same technologies are used which measure at different sampling rates, such as GPS systems using either 1 Hz or 5 Hz frequencies of measurement. It was also recognised that other factors influence how team sport athletes behave within an interactive system. These factors included the strength of the opposition and their style of play. In turn, these can impact the physical demands of players that change from game to game, and even within games depending on these contextual features. Finally, the concept of what is game style and how it might be measured was examined. Game style was defined as "the characteristic playing pattern demonstrated by a team during games. It will be regularly repeated in specific situational contexts such that measurement of variables reflecting game style will be relatively stable. Variables of importance are player and ball movements, interaction of players, and will generally involve elements of speed, time and space (location)".
Resumo:
The Raman spectra at 77 K of the hydroxyl stretching of kaolinite were obtained along the three axes perpendicular to the crystal faces. Raman bands were observed at 3616, 3658 and 3677 cm−1 together with a distinct band observed at 3691 cm−1 and a broad profile between 3695 and 3715 cm−1. The band at 3616 cm−1 is assigned to the inner hydroxyl. The bands at 3658 and 3677 cm−1 are attributed to the out-of-phase vibrations of the inner surface hydroxyls. The Raman spectra of the in-phase vibrations of the inner-surface hydroxyl-stretching region are described in terms of transverse and longitudinal optic splitting. The band at 3691 cm−1 is assigned to the transverse optic and the broad profile to the longitudinal optic mode. This splitting remained even at liquid nitrogen temperature. The transverse optic vibration may be curve resolved into two or three bands, which are attributed to different types of hydroxyl groups in the kaolinite.