public marks

PUBLIC MARKS with tag "blog post"

21 January 2006

Ten "Most Interesting" people in gaming - International perspective from Guardian Unlimited: Gamesblog

by bcpbcp
A few weeks ago, there was a post on GamerGod which listed the 10 most interesting people in games 2005. While some of those who made the cut were arguably admirable, it was a hugely US-biased list

GameCultura: Atrizes pornôs também jogam videogames

by bcpbcp
Um repórter espertinho foi em uma feira de filmes pornô, entrevistou as celebridades do meio (sobre videogames, claro), e colocou as fotos das entrevistadas, vestidas para trabalhar.

GameCultura: Padre Marcelo acha que games não incitam a violência

by bcpbcp
Bom, pelo menos é o que diz essa matéria no site dele (portanto ele (e Ele também) devem concordar).

Raph’s Website » Where You Are

by bcpbcp
Bruno in Brazil is in fact really far away from everyone else.

19 January 2006

Only a Game: The Rituals of Alea

by bcpbcp
Games designers have a tendency to overlook or dismiss alea (chance), although in cultural terms it is a highly significant class of games. The global video games industry has around $28,000 million turnover, whereas the global gambling industry is worth a staggering $1,098,000 million, forty times as much.

Raph’s Website » Masaya Matsuura’s foreword

by bcpbcp
the Japanese edition of A Theory of Fun for Game Design is out now. Masaya Matsuura was kind enough to write a foreword for this edition

The scoop on the Korean games industry from Guardian Unlimited: Gamesblog

by bcpbcp
The Korean games industry is a giant enigma to many observers and professionals in the western market. Their industry is so massive, so socially-accepted, so utterly all-encompassing that it makes legal tiffles in the US look like something out of a parallel Eastern interactive cultural Stone Age.

Psychochild’s Blog » Working from home

by bcpbcp
"I've been running Near Death Studios for nearly 5 years now."

game girl advance: The Five Biggest Trends of 2005

by bcpbcp
The end of the year is upon us, and enough blogs and news sites have already written great articles on the best games of the year. Therefore, instead of being lost amongst the white noise of award features, I'd like to point out a few trends which I felt were especially important during 2005.

Úsalo. Usabilidad para todos: Madrid 2012 fracasó por un problema de usabilidad

by bcpbcp
Un problema de usabilidad de la interface de votación fue la causa de que Madrid no organizara los juegos olímpicos de 2012.

jay is games: Best of 2005: Top 20

by bcpbcp
The Best of 2005 is a celebration of the best games reviewed here at Jayisgames over the past year. It is not an exhaustive list of all the best games available since we can only review the games that we come to know about. If you have a game, or are part of a team that produces them, and would like to have your game considered for a future review here, then please use my email address in the sidebar to submit a link.

18 January 2006

17 January 2006

Grand Text Auto » Testing Turing

by bcpbcp
A Review of Turing (A Novel about Computation) Christos H. Papadimitriou MIT Press 2003/2005 paper 208 pp. $32.00/$13.95 paper

Marshall Kirkpatrick » Teaching RSS: A Discussion

by bcpbcp & 2 others (via)
Of all of the Web2.0 tools I know of, I think that RSS is one of the most difficult to explain to new users. I’ve been doing a lot of explaining lately - in trainings, blog posts and work proposals. I thought I’d put my current thinking down in text and see if others are interested in contributing their thoughts as well.

16 January 2006

Blobs in Games

by bcpbcp
Black and White 2 AI I played Black and White 2 for many hours yesterday. The computer player and I were in a stalemate. The computer kept sending armies against me and I kept defeating them. I had built my town with walls around it, and then put archers on top of the walls. I was building up my strength while defending myself, in preparation for a big attack. I felt pretty safe. After around 40 attacks, I realized that they weren't all the same. The computer wasn't using the same attackers each time. It tried the creature, archers, swordsmen, and catapults. It tried combinations of them. Sometimes it would come through my main entrance, and sometimes it would come around the back entrance to the city. The computer player also destroyed major sections of the city using the “earthquake” power, but I recovered from these too. After a while the enemy creature figured out that he should kick my wall in. His archers and swordsmen stayed back, out of range, while the creature came up and destroyed my wall, including the archers on it. After it breached the wall, the army swarmed into my town and killed half my people. I rebuilt my wall and started to recover, but the computer's newly discovered strategy worked well. It tried several variants but kept going back to the same approach: kick down the wall, then swarm the town. This forced me to try some new strategies. Although being on the wall has advantages, it leaves the archers vulnerable when the enemy creature attacks the wall. So I moved them behind the wall. I've also learned to open my gate, wait for the enemy army to get close, then close the gate and set their army on fire. I have no good strategy for the creature knocking down my wall though, and I'm constantly losing townspeople and then rebuilding. After a long stalemate, the computer AI learned how to attack more effectively, and now I'm having trouble keeping my city safe. I'm very impressed by the AI. I'm not sure how it's programmed, but it tried out many different things and learned which ones work the best. From the game AI techniques I've learned (genetic algorithms, neural networks, fuzzy logic, state machines, etc.), the AI in Black and White 2 seems to match most closely with what I know about reinforcement learning. It's a technique that uses online learning (observing results as the game is played) instead of training (from examples constructed ahead of time), allows both exploration (trying new things in order to learn) and exploitation (taking advantage of what you've learned), and associates rewards (like whether the attack was successful) with actions (like kicking down the wall and keeping the army away from my archers). I recommend Sutton and Barto's book if you want to learn more. It's entirely possible though that the game uses something much simpler that just happens to look impressive, but my guess is that it's using reinforcement learning. — Amit — Monday, December 12, 2005 Comments: Post a Comment Links to this post:

Game/AI: Presentation Details

by bcpbcp
Starting on a full time AI job "in the industry" has been an interesting experience. My new secret project is very cool, and the AI is a lot of fun, but I had been very surprised by the sheer amount of engineering details that go into a game. All the stuff that you can just ignore when doing research - well, it all comes back, with a vengeance. :)

Ponto Media » Technorati lança Technorati Explore

by bcpbcp
A TECHNORATI lançou o Technorati Explore, um site onde é possível desobrir os posts mais populares dentro de um determinado tema. Para já, são oito os temas mais organizados: Business, Fashion, Gadgets, Gossip, Journalism, Media, Politics e Programming.

ivogomes.com » Wireframes

by bcpbcp
No seguimento do projecto em que estou a trabalhar, depois de realizados e testados os protótipos em papel1 chegou a hora de passar os esboços para wireframes.

» An Ex-Googler Speaks » InsideGoogle » part of the Blog News Channel

by bcpbcp
Doug Edwards, Google’s Director of Consumer Marketing and Brand Management from 1999-2005, has started blogging as Xoogler (or eX-Googler). He explains in his first post that he thought about writing a book, but deciding blogging was the Google way to do it. I kinda disagree, since the last time I saw frank blogging about the Googleplex, some guy got fired, but Doug’s results are more than fascinating.