Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
We describe how to take a set of interaction traces produced by different pairs of players in a two-player repeated game, and combine them into a composite strategy. We provide an...
Successfully staging a mixed reality game in which online players are chased through a virtual city by runners located in the real world requires extensive orchestration work. An ...
Andy Crabtree, Steve Benford, Tom Rodden, Chris Gr...
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is "restrictive" digital-rights manageme...