Search results for "games"
showing 10 items of 429 documents
Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games
2016
This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…
Developing Online Collaborative Games for e-Learning Environments
2014
Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…
Geografia e game studies. Convergenze e opportunità
2021
L’interesse della Geografia verso le potenzialità disciplinari del videogioco si è manifestato più tardi rispetto alle altre scienze, ma ciò è coerente proprio con lo sviluppo e l’irruzione sulla scena di quegli elementi ritenuti interessanti proprio per l’analisi geografica. Il contributo intende valorizzare tutti gli elementi di interesse scientifico per la disciplina. Geography's interest in the disciplinary potential of the video game manifested itself later than in other sciences, but this is consistent with the development and the eruption on the scene of those elements considered interesting precisely for geographical analysis. The contribution intends to enhance all the elements of …
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
Local Normal Forms for First-Order Logic with Applications to Games and Automata
1999
Building on work of Gaifman [Gai82] it is shown that every first-order formula is logically equivalent to a formula of the form ∃ x_1,...,x_l, \forall y, φ where φ is r-local around y, i.e. quantification in φ is restricted to elements of the universe of distance at most r from y. \par From this and related normal forms, variants of the Ehrenfeucht game for first-order and existential monadic second-order logic are developed that restrict the possible strategies for the spoiler, one of the two players. This makes proofs of the existence of a winning strategy for the duplicator, the other player, easier and can thus simplify inexpressibility proofs. \par As another application, automata mode…
Standard vs random dictator games: On the effects of role uncertainty and framing on generosity
2021
This project was conducted while Ernesto Mesa-Vázquez was visiting Universidad Loyola Andalucia. He wants to particularly thank Pablo Brañas-Garza and Diego Jorrat for continued guidance and assessment with the experimental design. Álvaro Núñez-Bermúdez and the faculty members of the Economics and Business Sciences department at the University of Seville were very helpful in providing assistance for running the experiment. The paper has benefited from comments and suggestions provided by Maria Paz Espinosa, Giuseppe Attanassi, José Enrique Vila, Iván Arribas, Marco Faillo, Cristina Borra and participants at the Loyola Behavioral Lab and the Early Career Researchers in Experimental Economics…
Transgene detection by digital droplet PCR
2014
Somatic gene therapy is a promising tool for the treatment of severe diseases. Because of its abuse potential for performance enhancement in sports, the World Anti-Doping Agency (WADA) included the term 'gene doping' in the official list of banned substances and methods in 2004. Several nested PCR or qPCR-based strategies have been proposed that aim at detecting long-term presence of transgene in blood, but these strategies are hampered by technical limitations. We developed a digital droplet PCR (ddPCR) protocol for Insulin-Like Growth Factor 1 (IGF1) detection and demonstrated its applicability monitoring 6 mice injected into skeletal muscle with AAV9-IGF1 elements and 2 controls over a 3…
Gamification and Behavior Change Techniques in Diabetes Self-Management Apps
2019
Background: Diabetes management apps may have positive effects on diabetes self-management. It remains unclear, however, which app features are particularly effective and encourage sustained app usage. Behavior change techniques (BCTs) and gamification are promising approaches to improve user engagement. However, little is known about the frequency BCTs and gamification techniques (GTs) are actually used. This app review aims to provide an overview of BCTs and GTs in current diabetes management apps. Methods: Google’s Play Store was searched for applications using a broad search strategy (keyword: “diabetes”). We limited our research to freely available apps. A total of 56 apps matched the …
The role of family-related factors in the effects of the UP4FUN school-based family-focused intervention targeting screen time in 10- to 12-year-old …
2014
Background Screen-related behaviours are highly prevalent in schoolchildren. Considering the adverse health effects and the relation of obesity and screen time in childhood, efforts to affect screen use in children are warranted. Parents have been identified as an important influence on children’s screen time and therefore should be involved in prevention programmes. The aim was to examine the mediating role of family-related factors on the effects of the school-based family-focused UP4FUN intervention aimed at screen time in 10- to 12-year-old European children (n child–parent dyads = 1940). Methods A randomised controlled trial was conducted to test the six-week UP4FUN intervention in 10-…
Effective strategies for promoting physical activity through the use of digital media among school-age children: A systematic review
2021
Digital media are widespread among school-age children, and their incorrect use may lead to an increase in sedentary levels and the consequences associated with it. There are still few studies that have investigated whether physical activity levels could be increased through their use. The aim of this study was to systematically review the scientific literature in order to identify whether digital strategies and technologies are capable of increasing the level of physical activity. A literature search was performed using the following databases: Pubmed, Scopus, and Web of Science. The main outcomes evaluated the increase in physical activity levels, the number of steps, and the reduction of…