Game Playing

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 91173 Experts worldwide ranked by ideXlab platform

Daphne Bavelier - One of the best experts on this subject based on the ideXlab platform.

  • perceptual learning during action video Game Playing
    Topics in Cognitive Science, 2010
    Co-Authors: Shawn C Green, Daphne Bavelier
    Abstract:

    Action video Games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video Game players, but a causative link has been established between action video Game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action Game Playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video Game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out.

  • action video Game modifies visual selective attention
    Nature, 2003
    Co-Authors: Shawn C Green, Daphne Bavelier
    Abstract:

    As video-Game Playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-Game Playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-Game players as compared with non-video-Game players. In a fifth experiment, non-players trained on an action video Game show marked improvement from their pre-training abilities, thereby establishing the role of Playing in this effect.

Anders Sjodin - One of the best experts on this subject based on the ideXlab platform.

  • video Game Playing increases food intake in adolescents a randomized crossover study
    The American Journal of Clinical Nutrition, 2011
    Co-Authors: Jeanphilippe Chaput, Trine Visby, Signe Nyby, Lars Klingenberg, Nikolaj Ture Gregersen, Angelo Tremblay, Arne Astrup, Anders Sjodin
    Abstract:

    Background Video Game Playing has been linked to obesity in many observational studies. However, the influence of this sedentary activity on food intake is unknown. Objective The objective was to examine the acute effects of sedentary video Game play on various components of energy balance. Design With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean ± SD age: 16.7 ± 1.1 y) completed two 1-h experimental conditions, namely video Game play and rest in a sitting position, followed by an ad libitum lunch. The endpoints were spontaneous food intake, energy expenditure, stress markers, appetite sensations, and profiles of appetite-related hormones. Results Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video Game play condition than during the resting condition (P Conclusion A single session of video Game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations. The trial was registered at clinicaltrials.gov as NCT01013246.

  • video Game Playing increases food intake in adolescents a randomized crossover study
    The American Journal of Clinical Nutrition, 2011
    Co-Authors: Jeanphilippe Chaput, Trine Visby, Signe Nyby, Lars Klingenberg, Nikolaj Ture Gregersen, Angelo Tremblay, Arne Astrup, Anders Sjodin
    Abstract:

    Background: Video Game Playing has been linked to obesity in many observational studies. However, the influence of this sedentary activity on food intake is unknown. Objective: The objective was to examine the acute effects of sedentary video Game play on various components of energy balance. Design: With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean 6 SD age: 16.7 6 1.1 y) completed two 1-h experimental conditions, namely video Game play and rest in as itting position, followed by an ad libitum lunch. The endpoints were spontaneous food intake, energy expenditure, stress markers, appetite sensations, and profiles of appetite-related hormones. Results: Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video Game play condition than during the resting condition (P , 0.05). Although energy expenditure was significantly higher during video Game play than during rest (mean increase over resting: 89 kJ; P , 0.01), ad libitum energy intake after video Game play exceeded that measured after rest by 335 kJ (P , 0.05). A daily energy surplus of 682 kJ (163 kcal) over resting (P , 0.01) was observed in the video Game play condition. The increase in food intake associated with video Game play was observed without increased sensations of hunger and was not compensated for during the rest of the day. Finally, the profiles of glucose, insulin, cortisol, and ghrelin did not suggest an up-regulation of appetite during the video Game play condition. Conclusion: A single session of video Game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations. The trial was registered at clinicaltrials.gov as NCT01013246. Am J Clin Nutr 2011;93:1196‐203.

Phillip S Kavanagh - One of the best experts on this subject based on the ideXlab platform.

  • the dark side of love love styles and the dark triad
    Personality and Individual Differences, 2010
    Co-Authors: Peter K Jonason, Phillip S Kavanagh
    Abstract:

    Little work has examined the manner in which the Dark Triad may function in relationship contexts. In this online, international study (N = 302), we correlated the Dark Triad with love styles. Individuals who scored high on the Dark Triad appear to have a ludus – Game Playing – and a pragma – cerebral – love style. Game Playing may allow these individuals to keep others at an emotional distance to maintain their short-term mating style. The Dark Triad composite partially mediated the gender difference in the adoption in the ludus love style, suggesting that the psychological systems that underlie this love style may relate to the adoption of an agentic social style. Similarly, loving with one’s head and not one’s heart may be an expression of the limited empathy/emotional systems characteristic of these individuals.

Diego Perezliebana - One of the best experts on this subject based on the ideXlab platform.

  • general video Game Playing escapes the no free lunch theorem
    Computational Intelligence and Games, 2017
    Co-Authors: Daniel Ashlock, Diego Perezliebana, Amanda Saunders
    Abstract:

    Popular topics in current research within the Games community are general Game Playing and general video Game Playing. Both of these efforts seek to find relatively general purpose AI to play Games. Within the optimization community we are approaching the 20th anniversary of the no free lunch theorem. In this paper we suggest reasons why a Games version of a no free lunch result is probably not problematic. This is accomplished by noting that none of the "general" efforts are - or should be - actually general. Technology is proposed to exploit the lack of generality to permit more effective Game Playing AIs to be designed. A program for classifying Games is outlined that consists of gathering performance data on many Games for many algorithms and then using the resulting matrix of performance data to create a tree structured classification of the Games. This classification is proposed as the basis for assigning Games to appropriate algorithms within a more general framework. A novel algorithm that yields more stable tree-based classification is also proposed.

  • analysis of vanilla rolling horizon evolution parameters in general video Game Playing
    arXiv: Artificial Intelligence, 2017
    Co-Authors: Raluca D Gaina, Simon M Lucas, Jialin Liu, Diego Perezliebana
    Abstract:

    Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods. Online or Rolling Horizon Evolution is one of the options available to evolve sequences of actions for planning in General Video Game Playing, but no research has been done up to date that explores the capabilities of the vanilla version of this algorithm in multiple Games. This study aims to critically analyse the different configurations regarding population size and individual length in a set of 20 Games from the General Video Game AI corpus. Distinctions are made between deterministic and stochastic Games, and the implications of using superior time budgets are studied. Results show that there is scope for the use of these techniques, which in some configurations outperform Monte Carlo Tree Search, and also suggest that further research in these methods could boost their performance.

  • procedural level generation with answer set programming for general video Game Playing
    Computer Science and Electronic Engineering Conference, 2015
    Co-Authors: Xenija Neufeld, Sanaz Mostaghim, Diego Perezliebana
    Abstract:

    This paper proposes an automatic way of evolving level generators for arbitrary 2D Games, which are described in the Video Game Description Language (VGDL). The process works as follows: a Game described in VGDL is interpreted and transformed in a set of rules defined in Answer Set Programming (ASP), along with other general and customizable rules. Although a set of rules described in ASP can generate multiple levels, not all of them will be playable or well designed. Therefore, an evolutionary process is run to determine the values of the parameters of those customizable rules. The different level generators are evaluated with general video Game Playing agents, which are able to play any Game and level in the framework. The aim is to maximize the difference between their performance in the levels generated, under the assumption that levels are better designed if good skilled players play better than poor agents. This work presents some initial experiments that suggest that it is possible to evolve interesting level generators using this technique, and outlines some lines of future work.

Phillip Rogaway - One of the best experts on this subject based on the ideXlab platform.

  • the security of triple encryption and a framework for code based Game Playing proofs
    Lecture Notes in Computer Science, 2006
    Co-Authors: Mihir Bellare, Phillip Rogaway
    Abstract:

    We show that, in the ideal-cipher model, triple encryption (the cascade of three independently-keyed blockciphers) is more secure than single or double encryption, thereby resolving a long-standing open problem. Our result demonstrates that for DES parameters (56-bit keys and 64-bit plaintexts) an adversary's maximal advantage against triple encryption is small until it asks about 2 78 queries. Our proof uses code-based Game-Playing in an integral way, and is facilitated by a framework for such proofs that we provide.

  • code based Game Playing proofs and the security of triple encryption
    IACR Cryptology ePrint Archive, 2004
    Co-Authors: Mihir Bellare, Phillip Rogaway
    Abstract:

    The Game-Playing technique is a powerful tool for analyzing cryptographic constructions. We illustrate this by using Games as the central tool for proving security of three-key tripleencryption, a long-standing open problem. Our result, which is in the ideal-cipher model, demonstrates that for DES parameters (56-bit keys and 64-bit plaintexts) an adversary’s maximal advantage is small until it asks about 2 queries. Beyond this application, we develop the foundations for Game Playing, formalizing a general framework for Game-Playing proofs and discussing techniques used within such proofs. To further exercise the Game-Playing framework we show how to use Games to get simple proofs for the PRP/PRF Switching Lemma, the security of the basic CBC MAC, and the chosen-plaintext-attack security of OAEP.