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Wyświetlanie 1-13 z 13
Tytuł:
Gry planszowe jako element wspomagania terapeutycznego osoby z mózgowym porażeniem dziecięcym
Board Games as a Therapeutic Support for People with Cerebral Palsy
Autorzy:
Waryszak, Małgorzata
Powiązania:
https://bibliotekanauki.pl/articles/667497.pdf
Data publikacji:
2018
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
cerebral palsy
board games
therapeutic support
Opis:
Cerebral palsy is a set of symptoms caused by the damage of the central nervous system during its development. People affected by cerebral palsy require care from a multidisciplinary team of therapists. The positive impact of the people close to a patient plays a crucial role. Since playing board games is a popular leisure activity, this article aims at encouraging people to engage a disabled person in this form of entertainment. The conclusions are based on the observations made by the author, who has worked with people affected by cerebral palsy for several years.
Źródło:
Logopedia Silesiana; 2018, 7; 255-269
2300-5246
2391-4297
Pojawia się w:
Logopedia Silesiana
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Transmediation od Spatial Characteristics – Mervyn Peake’s Gormenghast Series and Philip Cooke’s Gormenghast: A Board Game set in the World of Mervyn Peake
Autorzy:
Mochocka, Aleksandra
Powiązania:
https://bibliotekanauki.pl/articles/578836.pdf
Data publikacji:
2017
Wydawca:
Łódzkie Towarzystwo Naukowe
Tematy:
paratextual board games
transmediation
Peake
Gormenghast
storyworld
Opis:
The text discusses notable spatial characteristics of the storyworld created in Mervyn Peake’s Gormeghast literary series and relates them to the mechanics used in a paratextual board game designed by Philip Cooke. Spatiality is crucial in Peake’s series, thus allowing for a specific relationship between literary pre-text and the board game as a medium that allows participation. The text thus tries to answer the questions how the Gormenghast storyworld utilises spatial categories, how the spatiality of the novels represents certain “transfictional affinity” with board games, and how the board game utilises game mechanics to convey the affect and pathos of the pre-text.
Źródło:
Zagadnienia Rodzajów Literackich; 2017, 60, 3 (123); 111-126
0084-4446
Pojawia się w:
Zagadnienia Rodzajów Literackich
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
An Experiential Comparative Tool for Board Games
Autorzy:
Chircop, David
Powiązania:
https://bibliotekanauki.pl/articles/682908.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
board games
analysis
comparison
player experience
typology
Opis:
In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – such as Eurogames (Woods, 2012), Characteristics of Games (Elias et al. 2013), and most recently Game Play: Paratextuality in Contemporary Board Games (Booth, 2015). The mentioned authors all explore board games from diverse viewpoints but none of these authors present a viable and practical analytical tool to allow us to examine and differentiate one board game from another. In this vein, this paper seeks to present an analytical comparative tool intended specifically for board games. The tool builds upon previous works (Aarseth et al. 2003; Elias et al. 2012; and Woods 2012) to show how four categories – rules, luck, interaction and theme – can interact on different levels to generate diverse gameplay experiences. Such a tool allows to score games objectively and separately in each of the categories to create a combined gameplay experience profile for each board game. Following this, the paper proceeds to present numerous practical examples of contemporary board games and how it can be used from a design perspective and an analytical perspective alike.
Źródło:
Replay. The Polish Journal of Game Studies; 2016, 3, 1; 11-28
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Świat przedstawiony w przygodowych grach planszowych
The Diegetic World in Adventure Board Games
Autorzy:
Zielińska-Nowak, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/2014906.pdf
Data publikacji:
2021
Wydawca:
Komisja Nauk Filologicznych Polskiej Akademii Nauk, Oddział we Wrocławiu
Tematy:
board games
adventure games
diegetic world
game mechanics
theatre
Opis:
The article presents the ways in which the diegetic world is built in adventure board games: 1) material components attached to the game, 2) game mechanics and rules and 3) co-creating history by players during the game. The article shows how the decisions of players influence the story and through that – the diegetic world. For the purpose of the article, I analysed elements of adventure board games and conducted an online survey among players to check what elements create the diegetic world. Their answers confirmed my findings regarding the adventure board games.
Źródło:
Academic Journal of Modern Philology; 2021, 12; 261-278
2299-7164
2353-3218
Pojawia się w:
Academic Journal of Modern Philology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyścig kolonialny. Przedstawienie kolonializmu w grach planszowych
The Scramble for Colonies. Representations of Colonialism in Board Games
Autorzy:
Poręba, Izabela
Powiązania:
https://bibliotekanauki.pl/articles/28642307.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
gry planszowe
kolonizacja
etyka gier
board games
colonialism
games ethics
Opis:
Jednym z  popularnych tematów gier planszowych jest kolonializm jako zarówno tło historyczne dla growej narracji, jak i zbiór mitów, stereotypów i fantazmatów o imperialnej proweniencji. Wśród nich wskazać można: orientalne reprezentacje Innego, uprzywilejowanie europocentrycznej perspektywy, mityzowanie kolonizacji jako rozwoju cywilizacyjnego czy jej przedstawienie jako odkrywanie „ziemi niczyjej”. W artykule omówione zostały wybrane gry planszowe realizujące różne strategie ukazywania kolonialnej tematyki oraz mechaniki gier ekonomicznych i strategicznych. Celem pracy było również dotarcie do źródła nieporozumień co do zasadności lub niezasadności rozpatrywania gier planszowych w kategoriach etycznych.
One of the popular themes of board games is colonialism, both as a historical background for the game’s narrative and as a collection of myths, stereotypes and phantasms of imperial provenance. These include: oriental representations of the Other, privileging the Eurocentric perspective, mythicizing colonization as a  civilization development or presenting it as discovering of a “no man’s land”. The article discusses selected board games that implement various strategies of presenting colonial themes and mechanics of economic and strategic games. The aim of the paper was also to indicate the source of misunderstandings as to the validity or invalidity of considering board games in ethical terms.
Źródło:
Homo Ludens; 2022, 1(15); 13-30
2080-4555
Pojawia się w:
Homo Ludens
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Conscientiousness, Immersion, and Game Chance Type: Problematic Videogames Use Predictors among Professional Online Board Gamers
Autorzy:
Wojtasiński, Marcin
Tużnik, Przemysław
Cudo, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/31340934.pdf
Data publikacji:
2022
Wydawca:
Katolicki Uniwersytet Lubelski Jana Pawła II. Towarzystwo Naukowe KUL
Tematy:
problematic videogames use (PVG)
immersion
conscientiousness
online board games
moderated mediation analysis
Opis:
Several reports on the potential relationship between immersion experienced by gamers and problematic videogames use (PVG) have recently appeared in the literature but their results often vary. This discrepancy may be due to the fact that games can be chance-dependent (CDG) or chance-independent (CIG). This may also be due to the nature of the relationship between immersion and PVG with a personality trait (conscientiousness), which is an antecedent of both variables. We decided to check whether conscientiousness and PVG relationship will be mediated by immersion and whether this relationship is dependent on the game type. The survey was addressed to board game club members who represented professional players, based on the time spent playing games as well as the ranking criterion. Ninety-four CDG and CIG players responded to the survey. The model proposed in this pilot study showed that conscientiousness explains PVG directly in CIG players, whereas in CDG players this mechanism is mediated by the immersion they experience. This discovery sheds new light on the potential motivational causes of PVG, which depend on both immersion and the chance type of game.
Źródło:
Roczniki Psychologiczne; 2022, 25, 4; 367-383
1507-7888
Pojawia się w:
Roczniki Psychologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Cooperative Board Game THREE. A Test Field for Experimenting with Moral Dilemmas of Human-Robot Interaction
Autorzy:
Łupkowski, Paweł
Wasielewska, Aleksandra
Powiązania:
https://bibliotekanauki.pl/articles/781339.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
cooperative games
board games
human-robot interaction
belief in humannature
uniqueness
androids
robots
moral agents
moral patients
Opis:
The paper describes the cooperative board game entitled THREE. The game is inspired by the Three Laws of Robotics. We show how this game may be used as an environment for exploring the ethical problems arising from human-robot interaction. We present the idea behind the game, discuss its cooperativeness and analyze the dilemmas encountered by players during the gameplay. We also present and discuss the results of the game evaluation.
Źródło:
Ethics in Progress; 2019, 10, 2; 82-97
2084-9257
Pojawia się w:
Ethics in Progress
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Serious Games and Board Games Versus Cultural Changes
Gry poważne i gry planszowe a przemiany kulturowe
Autorzy:
Lickiewicz, Jakub
Hughes, Patricia Paulsen
Makara-Studzińska, Marta
Powiązania:
https://bibliotekanauki.pl/articles/1038323.pdf
Data publikacji:
2020-12-20
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
gry poważne
gry planszowe
gry wideo
proces edukacyjny
przemiany kulturowe
serious games
board games
video games
educational process
cultural changes
Opis:
The impact of computer games on human functioning has become the subject of many studies and scientific reports. With the development of technology, games have transcended boards and become part of the video entertainment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertainment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.
Wpływ gier komputerowych na funkcjonowanie człowieka jest przedmiotem wielu badań i doniesień naukowych. Wraz z rozwojem technologii gry wykroczyły poza ramy konwencji planszowych i stały się częścią przemysłu medialnego i rozrywkowego. Postęp technologiczny nie oznacza jednak końca tradycyjnych gier. Jest tylko kwestią czasu, zanim strategie i zachowania typowe dla gier komputerowych rozprzestrzenią się na inne dziedziny życia społecznego. Ponieważ gry cieszą się tak dużą popularnością, współcześni pedagogowie odkrywają, że uczniowie łatwo angażują się w gry edukacyjne. Artykuł objaśnia aspekty gier poważnych (SG), które definiuje się jako gry cyfrowe wykorzystywane do celów innych niż rozrywka. Niniejszy tekst zakreśla obszary, w których gry mogą być wykorzystywane w procesie edukacyjnym, ich skuteczność oraz kontrowersje związane z ich wykorzystaniem.
Źródło:
Perspektywy Kultury; 2020, 30, 3; 257-270
2081-1446
2719-8014
Pojawia się w:
Perspektywy Kultury
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Archiwalne gry planszowe dla dzieci w wieku przedszkolnym z terenu Prus Wschodnich – potencjał edukacyjny z historią w tle
German Board Games for Preschool Children in Inter- war German East Prussia – Their Educational Potential and Historical Background
Autorzy:
Sławińska, Małgorzata
Sapała, Barbara
Powiązania:
https://bibliotekanauki.pl/articles/479153.pdf
Data publikacji:
2020
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
gry planszowe
wychowanie przedszkolne
Prusy Wschodnie
Heimat
Trzecia Rzesza
board games
preschool education
East Prussia
Third Reich
Opis:
The aim of this article is to allow one to discover the educational potential of two original German board games for children, based on a regional theme, which were designed and made during the period 1935-1936 by students at the Preschool Teacher Training College in Olsztyn (Allenstein), which, at that time, was under the patronage of the Caritas charitable association working for the Roman Catholic Diocese of Warmia. The theme of the games included the region of Warmia (Ermland) and Masuria (Masuren), which were a part of the German East Prussia (Ostpreußen). The analysis of the content of the games includes the storylines outlined in the instructions, as well as the sites and buildings presented on the boards, mainly the historic monuments  and  public  institutions,  along  with  natural  features of the landscape of Warmia and Masuria. Assuming that a society’s cultural basis is the key source of teaching practices, the context for these deliberations on the aims and possible application of the didactic aids being examined was created by the socio-political situation in Germany during the inter-war period. Interpreting the educational potential of the above-mentioned materials covers recognizing their cognitive values pointing towards their use within fields defined by modern didactics as patriotic, social and regional education, as well as nature studies. However, it also reveals the potential propagandistic significance of the games for the ideals of National Socialism which was being promoted in German education at that time.
Celem artykułu jest rozpoznanie potencjału edukacyjnego dwóch oryginalnych niemieckich gier planszowych dla dzieci, zaprojektowanych i wykonanych w latach 1935–1936 przez anonimowe uczennice Wyższego Seminarium dla Przedszkolanek i Ochroniarek w Olsztynie, działającego pod patronatem Stowarzyszenia Caritasu dla Diecezji Warmińskiej. Tematem gier jest region Warmii i Mazur, będący dawniej częścią Prus Wschodnich. Analiza treści gier dotyczy fabuły, określonej w instrukcjach, oraz obiektów zaprezentowanych na planszach, w tym głównie zabytków i instytucji użyteczności publicznej oraz elementów naturalnego krajobrazu Warmii i Mazur. Przyjmując, że podłoże kulturowe jest kluczowym źródłem praktyk dydaktycznych, kontekstem dla rozważań nad celami i możliwym zastosowaniem badanych pomocy dydaktycznych uczyniono sytuację społeczno-polityczną Niemiec w okresie międzywojennym. Interpretacja potencjału edukacyjnego tytułowych materiałów obejmuje rozpoznanie ich walorów poznawczych, wskazując na zastosowanie w obrębie dziedzin określanych we współczesnej dydaktyce jako edukacja patriotyczna, przyrodnicza, społeczna i regionalna, a także odkrywa potencjalne propagandowe znaczenie gier dla krzewienia obecnych wówczas w niemieckiej edukacji ideałów narodowego socjalizmu.
Źródło:
Edukacja Elementarna w Teorii i Praktyce; 2020, 15, 2(56); 111-126
1896-2327
Pojawia się w:
Edukacja Elementarna w Teorii i Praktyce
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Współczesne reprezentacje rewolucyjnych wydarzeń historii najnowszej Europy Środkowo-Wschodniej w grach planszowych
Autorzy:
Katarzyna, Kurowska,
Powiązania:
https://bibliotekanauki.pl/articles/902302.pdf
Data publikacji:
2019-11-13
Wydawca:
Uniwersytet Warszawski. Wydawnictwa Uniwersytetu Warszawskiego
Tematy:
board games
PPR
Czechoslovakia
recent history
education games
socialism
revolutions
strike
gry planszowe
PRL
Czechosłowacja
historia najnowsza
gry edukacyjne
socjalizm
rewolucje
strajk
Opis:
The aim of the article is to look at what and how important for the contemporary history of Central Europe events were presented in popular culture, which is represented here by board games. They are subjected to analysis six historical games created primarily in Poland, although one title comes from Czechoslovakia, which in various ways tell about selected events from the communist period, including about the papal pilgrimage, strikes and martial law.
Źródło:
Studia Interkulturowe Europy Środkowo-Wschodniej; 2019, 12; 79-97
1898-4215
Pojawia się w:
Studia Interkulturowe Europy Środkowo-Wschodniej
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Głos tradycji. Cmentarzysko z okresu wpływów rzymskich w Wyszomierzu Wielkim, pow. zambrowski
The Voice of Tradition. A Cemetery from the Roman Period at Wyszomierz Wielki, Zambrów County
Autorzy:
Rakowski, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/2048857.pdf
Data publikacji:
2020-12-31
Wydawca:
Państwowe Muzeum Archeologiczne w Warszawie
Tematy:
okres wpływów rzymskich
kultura wielbarska
cmentarzyska
groby z bronią
gry planszowe
Roman Period
Wielbark Culture
cemeteries
weapon graves
board games
Opis:
The site at Wyszomierz Wielki, Zambrów County, is located on the border of the Northern Mazovian Lowland and North Podlasie Lowland in NE Poland. A cemetery from the Roman Period was situated at the edge of a vast wet meadow north-west of the village and south of a kame-moraine forming the characteristic landscape of this area – a cluster of longitudinal elevations called Czerwony Bór (Fig. 1). Rescue excavations at the site took place in 2015 during works preceding the expansion of the European route E67, the so-called Via Baltica (Fig. 2). The cemetery is interesting and unusual in many ways. It was located not on the top of the local elevation, which is common for Mazovian cemeteries from that period, but on a slope of a smaller nearby hill (Fig. 1, 3). It is also surprisingly small – 12 cremation graves, located on the NE-SW line, with a length of about 30 m, were discovered there. Some of the graves seem to be paired (features 138 and 139, 109A and 109B, 236 and 108, and 110 and 111) (Fig. 21:A). Eleven graves, including those with Almgren 41 type brooches (Fig. 4:1, 9:5.6, 10:5.6, 11:3.4, 13:1–4), one-layer combs of the Thomas AI type and antler pins (Fig. 4:3, 9:2, 10:1.9, 11:5), should be dated to phase B2/C1–C1a, i.e. the oldest horizon of the Wielbark Culture in Mazovia and Podlachia. The lack of inhumation burials is also characteristic of this initial phase, which corresponds to the historical migration of the Gothic tribes. The grave goods and results of anthropological bone analysis allow us to conclude that a man (feature 139) and women (features 109A, 111, 227 and 228, possibly also features 108 and 235) were probably buried there; feature 235 also contained the bones of a newborn, which may suggest the burial of a woman who died in childbirth. A several-year-old child was buried separately, in feature 229. The sex of the deceased from three graves (features 138, 109B and 236) cannot be determined (Fig. 21:B). The most interesting feature is the richly furnished grave of a warrior, who died at the age of about 40 (feature 110) (Fig. 5–8). Iron shield fittings, including a ritually destroyed boss with a blunt spike of type Jahn 7a and an iron grip with simple, undefined plates of type Jahn 9/Zieling V2 from the 5th and 6th group of armaments according to K. Godłowski and dated to phase B2/C1–C1a, were found in the grave. The most interesting elements of weaponry, with Scandinavian references, are a spearhead with the blade constricted in the middle, corresponding to spearheads of type 6 from a bog deposit from Illerup, Jutland, and a bent javelin head with large, asymmetrical barbs, whose curved ends point towards the socket, corresponding to type 8 of spearheads from Illerup, i.e. of the Scandinavian Simris type. In the areas north of the Baltic Sea, both of these types are dated to phase C1. Fragments of two rings made of deer antlers and delicate trough-shaped fittings made of copper alloy, probably from the edge of a decorative waist belt, are the only decorations and dress accessories found in the grave (Fig. 7:15–18). Two glass counters (Fig. 7:13.14, 15:8.9), and possibly traces of the third one (Fig. 7:10) are probably all that remains of a larger set, while a few iron fittings are most likely parts of a wooden folding game board. The ring and handle were probably used to open and close the board, while two corner fittings must have strengthened its edges (Fig. 7:7.10–12, 15:5). Similar objects, in addition to a full (?) set of counters, were found in the late Roman grave 41 from Simris in Scania, where a warrior was also buried (Fig. 16:1.2)62. Although no board hinges, as the ones known from the ‘Doctor’s grave’ from Stanway, SE England (Fig. 16:4–8), dating to the middle of the 1st century CE64, dating to the middle of the 1st century CE, were found in the grave from Wyszomierz Wielki, it seems that the two ornamental iron fittings attached with three rivets each could have fastened a leather belt that acted as such a hinge (Fig. 7:8.9, 15:4). This is supported by the shape and width of the fittings, and by the number of rivets, suggesting that they pressed against some not preserved element. Carefully bent nails of the handle, corner fittings and alleged hinges may indicate that the board formed a kind of a ‘container’ for counters when folded (Fig. 17). Fragments of an imported vessel of the terra sigillata type were also found in the grave (Fig. 8:19,15:6.7). The vessel that served as a cinerary urn (Fig. 8:20, 13:5) was wheel-made, i.e. made using a technique that was only just beginning to come into use in the lands north of the Carpathians in phase B2/C1–C1a93.95.96. The burial from feature 110 shows features characteristic of the Przeworsk Culture – primarily, the set of ritually destroyed weapons, although it should be noted that both spearheads are not typical of this culture 72.73.80. In phase B2/C1-C1a, only relicts of the settlement of the Przeworsk Culture, identified with the ‘Vandal’ peoples, were present in right-bank Mazovia, and the population of this culture had been replaced by the people of the Wielbark Culture, identified with the ‘Gothic’ tribes. It is then possible – as the other graves from this cemetery, undoubtedly attributed to the Wielbark Culture, seem to indicate – that it is a rare case of a burial with a weapon of a ‘Gothic’ warrior of this particular culture. Although Wielbark weaponry is very poorly known, it has Scandinavian references in the Late Roman Period123. The man buried in this grave, most likely a member of the local elite, must have been affiliated with an older cultural tradition. What is more, this tradition still had to be legible and acceptable for the people organising funerary rituals. Grave 110 from Wyszomierz Wielki is another of the burials from the end of the Early Roman/beginning of the Late Roman Period, combining features of the Przeworsk and Wielbark Cultures, that are being discovered more and more often in eastern Mazovia and Podlachia128–130 and constitute an important contribution to the study of the processes of cultural (and political) change that took place in Barbaricum during this turbulent period.
Źródło:
Wiadomości Archeologiczne; 2020, LXXI, 71; 319-353
0043-5082
Pojawia się w:
Wiadomości Archeologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Edukacyjny wymiar gier planszowych na podstawie gry Ognisty podmuch
Educational dimension of the board games on the example the “Flash point: Fire Rescue” board gam
Autorzy:
Kurowska, K.
Powiązania:
https://bibliotekanauki.pl/articles/136954.pdf
Data publikacji:
2018
Wydawca:
Szkoła Główna Służby Pożarniczej
Tematy:
edukacja w straży pożarnej
praca strażaka
gry planszowe
Ognisty podmuch
education in fire brigade
fireman`s work
board games
strategy game
Opis:
W niniejszym artykule przedstawiono analizę strategicznej gry planszowej Ognisty podmuch. Opisano jej przydatność edukacyjną w kontekście przedstawienia charakteru pracy zastępu strażackiego podczas działań ratowniczych prowadzonych w obiekcie mieszkalnym. Ponieważ w grze zastosowano mechanizm podstawowych zasad prowadzenia działań ratowniczo-gaśniczych przez strażaków, może ona służyć jako rozwojowy materiał dydaktyczny dla osób niezwiązanych zawodowo z pożarnictwem, a także stanowić impuls zachęcający do głębszego poznania specyfiki pracy strażaka, wstąpienia do służby lub też działań w strukturach ochotniczych strażach pożarnych.
In the literature, it is in vain to look for the position about the educational potential of board games regarding the work of a firefighter. The paper presents an analysis of the strategic board game “Flash Point: Fire Rescue” in the criteria of educational suitability for presenting the fire unit work during the extinguishing operations in a residential building. It was shown that the game shows the mechanism of the basic principles of firefighting activities carried out by the rescuers and therefore it can be used as a evolutional didactic material for people who are not professionally involved in firefighting. Thanks to the interesting mechanics and cooperativeness, the game for young people can be an incentive to get acquainted with the specificity of rescuers ‘ work and their duties in Professional or Voluntary Fire Service.
Źródło:
Zeszyty Naukowe SGSP / Szkoła Główna Służby Pożarniczej; 2018, 3, 67; 111-134
0239-5223
Pojawia się w:
Zeszyty Naukowe SGSP / Szkoła Główna Służby Pożarniczej
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Evolving small-board Go players using coevolutionary temporal difference learning with archives
Autorzy:
Krawiec, K.
Jaśkowski, W.
Szubert, M.
Powiązania:
https://bibliotekanauki.pl/articles/930138.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Zielonogórski. Oficyna Wydawnicza
Tematy:
koewolucja
różnica czasowa
gra
temporal difference learning
coevolution
small board Go
exploration vs. exploitation
games
Opis:
We apply Coevolutionary Temporal Difference Learning (CTDL) to learn small-board Go strategies represented as weighted piece counters. CTDL is a randomized learning technique which interweaves two search processes that operate in the intra-game and inter-game mode. Intra-game learning is driven by gradient-descent Temporal Difference Learning (TDL), a reinforcement learning method that updates the board evaluation function according to differences observed between its values for consecutively visited game states. For the inter-game learning component, we provide a coevolutionary algorithm that maintains a sample of strategies and uses the outcomes of games played between them to iteratively modify the probability distribution, according to which new strategies are generated and added to the sample. We analyze CTDL's sensitivity to all important parameters, including the trace decay constant that controls the lookahead horizon of TDL, and the relative intensity of intra-game and inter-game learning. We also investigate how the presence of memory (an archive) affects the search performance, and find out that the archived approach is superior to other techniques considered here and produces strategies that outperform a handcrafted weighted piece counter strategy and simple liberty-based heuristics. This encouraging result can be potentially generalized not only to other strategy representations used for small-board Go, but also to various games and a broader class of problems, because CTDL is generic and does not rely on any problem-specific knowledge.
Źródło:
International Journal of Applied Mathematics and Computer Science; 2011, 21, 4; 717-731
1641-876X
2083-8492
Pojawia się w:
International Journal of Applied Mathematics and Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
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