In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
Explain Animation & Types Of Animation In Computer Graphics Vikashkumar2175
In this slide we will learn all about animation in computer graphics …
Explain Animation In Computer Graphics
Explain Application Of Animation
Explain Types Of Animation
Explain 2D Animation With Example
Explain 3D Animation With Example
Explain VFX Animation With Example
Explain Types Of 3D Animation
Software Used In 2D , 3D & VFX Animation
Advantage & Disadvantage Of 2D , 3D & VFX Animation
My Annual Project reprot on MING GAME ZONE
basicaly a C/C++ Game project consist of 5 games....
The Classic Games of :-
1) Tic Tac Toe
2) Snakes & Ladders
3) Battle Pong
4) Snake Man
5) Digital Simulator
Abhijeet Singh
Comparing computer and traditional gamesHassan Aftab
This information is based upon a research paper "Comparing Computer and Traditional Games Using Game Design Patterns". It tells you basic measures you should take while converting a non computer game to a computer based game.
Computer graphics is responsible for displaying art and image data effectively and beautifully to the user, and processing image data received from the physical world. The interaction and understanding of computers and interpretation of data has been made easier because of computer graphics. It have had a profound impact on many types of media and have revolutionized animation, movies and the video game industry.
Computer-generated imagery (CGI) is the application of computer graphics to create or contribute to images in art, printed media, video games, films, television programs, commercials, videos, and simulators. The visual scenes may be dynamic or static, and may be two-dimensional (2D), though the term "CGI" is most commonly used to refer to 3D computer graphics used for creating scenes or special effects in films and television.
Video games most often use real-time computer graphics (rarely referred to as CGI), but may also include pre-rendered "cut scenes" and intro movies that would be typical CGI applications.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Explain Animation & Types Of Animation In Computer Graphics Vikashkumar2175
In this slide we will learn all about animation in computer graphics …
Explain Animation In Computer Graphics
Explain Application Of Animation
Explain Types Of Animation
Explain 2D Animation With Example
Explain 3D Animation With Example
Explain VFX Animation With Example
Explain Types Of 3D Animation
Software Used In 2D , 3D & VFX Animation
Advantage & Disadvantage Of 2D , 3D & VFX Animation
My Annual Project reprot on MING GAME ZONE
basicaly a C/C++ Game project consist of 5 games....
The Classic Games of :-
1) Tic Tac Toe
2) Snakes & Ladders
3) Battle Pong
4) Snake Man
5) Digital Simulator
Abhijeet Singh
Comparing computer and traditional gamesHassan Aftab
This information is based upon a research paper "Comparing Computer and Traditional Games Using Game Design Patterns". It tells you basic measures you should take while converting a non computer game to a computer based game.
Computer graphics is responsible for displaying art and image data effectively and beautifully to the user, and processing image data received from the physical world. The interaction and understanding of computers and interpretation of data has been made easier because of computer graphics. It have had a profound impact on many types of media and have revolutionized animation, movies and the video game industry.
Computer-generated imagery (CGI) is the application of computer graphics to create or contribute to images in art, printed media, video games, films, television programs, commercials, videos, and simulators. The visual scenes may be dynamic or static, and may be two-dimensional (2D), though the term "CGI" is most commonly used to refer to 3D computer graphics used for creating scenes or special effects in films and television.
Video games most often use real-time computer graphics (rarely referred to as CGI), but may also include pre-rendered "cut scenes" and intro movies that would be typical CGI applications.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
The design details of ShowNTell can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/ShowNTell15.pdf) published in IEEE ASEE 45th Frontiers In Education 2015 Conference. Please use it for all the references of this ShowNTell project.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
NB:- There are new features such as real-time collaborative drawing and non-linear editing are added in the latest versions. Register at www.sntboard.com to get regular updates.
"The greatest challenge of education in the digital world is to train the mind to focus with a strong feeling of purpose where the time shrinks and to re-focus at will" - Dr Bhojan Anand
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsAnand Bhojan
Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel method to dynamically generate maps at run-time almost as soon as players press the Play button, while ensuring the features what players would expect from the genre. The procedures are simple and practically
feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots where the players can let their bot/avatar replace them when they are not around. The algorithms are implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic mapscan be generated in order of seconds using game context data to initialise the parameters of the algorithm. The paper also shows that asynchronous game-play element is a possible feature for consideration in next generation multiplayer shooters.
mumble: Framework for Seamless Message Transfer on SmartphonesAnand Bhojan
This work explores the possibility of transferring data between mobile devices that are nearby each other without the need of pairing, authentication, superuser access and Internet connectivity. Such technology can be used for emergency broadcast, traffic congestion avoidance, IoT, smart city, social and dating systems and games. Except Bluetooth Low Energy technology, there is no other protocol or technology available that allows pairing-free data transfer without Internet connectivity. Bluetooth Low Energy is capable of doing so but at a relatively short range. Using Wi-Fi Direct's Service Broadcast and Discovery, a simple yet novel method is developed which allows for seamless long range (Wi-Fi range) data transfer without Internet connectivity.
The design details of FATS-mumble can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/mumble15.pdf) published in ACM Mobicom 2015 SmartObjects. Please use it for all the references of this mumble project.
The project is open sourced (Github Link): https://github.com/FatsGW/FATS-Mumble.
Demo: http://youtu.be/ACmNYLd2NlI
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Anand Bhojan
With the advent of feature rich smartphone platforms such as Android and iOS, people can now enjoy a wide variety of applications
on-the-go. Among these applications, games are one of the most desired types. However, as bigger screens, faster CPUs and interfaces supporting higher bandwidth (WiFi, 3G, LTE) consume more power, battery lifetime becomes a bottleneck on such devices. In this paper, we present novel techniques that combine 3D spatial subdivisioning, Potentially Visible Set (PVS) and Visual Perception
based Localisation (VPL) methods to estimate the non-critical game states to save wireless interface energy with minimum processing penalty. Our techniques and algorithms are realised in a commercial game and can save up to 57% of wireless interface energy while retaining game play quality.
A minor project proposal on
A Real-time Classic Chess Game
Submitted in partial fulfillment of the requirements for the degree
of Bachelor of Engineering in Software Engineering
under Pokhara University.
Submitted by:
Ashish Tiwari(https://aashishtiwari.com.np), 161709
Nischal Lal Shrestha(https://nischal.info.np), 161722
Poshan Pandey, 161724
Date:
August 06, 2018
Shologuti has three major component: move generation, search and evaluation. Each component are pretty much necessary, though evaluation with its quiescence analysis is the main part which makes each program’s play unique. To make this game more striking, most reliable algorithms and its many supporting aids are used here. Main components of the game tree search and pruning are analyzed here and the performance refinements such as aspiration variation search, assists like transposition and history table are compared here.
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Matthieu Macret
The field of sketching interface design in regards
to video game is relatively young and has not been investigated in great depth. Freepad is a custom paper-based MIDI musical interface. We describe an extension to Freepad that supports user customization for real time strategy games. Using only a webcam, a pen and a sheet of paper, players can design their own interface by drawing shapes and linking them to simple or complex actions in the game. In an user study, we use this extended Freepad to explore the potential of sketching interfaces in strategy video games. Our results indicate that using Freepad improves the efficiency of players and their enjoyment in this kind of games.
Metaverse - The 'Killer App' for 5G, 6G and BeyondAnand Bhojan
"Metaverse - The 'Killer App' for 5G, 6G and Beyond":
With the growing popularity of X-Reality (VR/AR/MR/Metaverse) generation of global media-data is expected to accelerate at much higher rate and they will drive innovations and advancements in mobile networks. In this talk, challenges in Metaverse and we will explore suitable system architectures for streaming and analytics for Metaverse with the 5G edge nodes.
Multimedia Analytics with 5G Edge NodesAnand Bhojan
Presentation at ACM-MM-19 TPC meeting: https://sites.google.com/comp.nus.edu.sg/mm19-tpc-meeting/workshop
With the growing popularity of X-Reality (VR/AR/MR) generation of global media-data is expected to accelerate at much higher rate. Most of these data need real-time processing such as real-time facial features/emotion recognition to environmental context recognition/mapping beyond the capabilities of an MR glass. The demand for high communication bandwidth and ultra-low latency (<15ms motion to photon latency) will drive the community to exploit the capabilities of the telco edge nodes and push telcos to build more powerful edge nodes. The real-time analytics of media data with strict real-time constraints will be the ‘killer application’ of 5G networks and edge computing. In addition, we believe, multimedia analytics and 5G/edge computing will be the key to push for mass adoption of XR devices. In this talk, we will explore some suitable media analytics methods and architecture to run media analytics with the 5G edge nodes.
Adaptive Video Content Manipulation for OLED Display Power ManagementAnand Bhojan
Emerged as a choice of display for vivid colours and power efficiency in expensive Smartphones, in recent days Organic Light Emitting Diode (OLED) displays are increasingly replacing Liquid Crystal Displays (LCD) and Plasma in Smartphones and large screen Televisions. Yet, OLED displays are one of the most energy consuming modules in modern Smartphones. Power consumption of OLED displays have strong correlation with the colours illuminated by its pixels. Improvements in pixel density by manufacturers makes the displays more power hungry. In this paper, we present Human Visual System (HVS) aware adaptive colour transformation and darkening methods to create power-efficient videos for OLED displays while preserving visual fidelity of the videos. Our measurements and subjective evaluations show that we can save up to 60% of energy consumption with minimum distortion to visual quality of the video. As our colour transformation process uses pre-computed colour-map and the darkening process uses the gamma-correction function which is already implemented in most of the display hardware, runtime computation overheads are minimum and hence, our method can be used to manipulate realtime/live video streams as well.
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming Anand Bhojan
[This is a short introduction pitch to the full paper.]
Though there is an explosion of cloud services in recent years, cloud gaming industry is still way behind in making a strong breakthrough. Despite many benefits of cloud gaming (video or pixel streaming of rendered game scenes), the primary factor that hinders the growth is "response latency", a well known issue. In this paper, we introduce a novel predictive paradigm of cloud gaming in order to mitigate latency that is inherent in cloud gaming systems. The main idea of the predictive paradigm is to pre-generate and send future outcome frames in advance to the thin-client so that the thin-client can respond immediately to any user input. The approach in this work seeks to exploit the near unlimited processing power of the cloud and ever increasing network bandwidth. The paper provides a generic and comprehensive theoretical model that shows the relationship between various parameters (network bandwidth, round-trip-time and processing time for game logic, predicting future outcomes, rendering, capturing, encoding and decoding) of predictive cloud gaming and response latency. The theocratical model design is started with an ideal server with unlimited resources for ease of understanding and then it is enhanced with resource constraints of a practically feasible non-ideal server. The model demonstrates significant amount of response latency reduction in predictive cloud gaming when compared to conventional cloud gaming. The model is analysed further to estimate the resource requirements for predictive cloud gaming. A simple game is built to demonstrate key aspects of the model and to conduct subjective evaluation of quality of experience (QoE) of the game play. The evaluations show significant gain in QoE. The resource requirements of the predictive cloud gaming gaming system grows exponentially with respect to prediction period of future frames. The paper illustrates some optimisation methods to reduce exponential growth and discusses directions for further works in this area.
SuperStreamer: Enabling Progressive Content Streaming in a Game EngineAnand Bhojan
This technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while games are played, reducing the startup time required to download and start playing a cloud-based game.
SuperStreamer modifies a popular game engine, Unreal Engine 4, to support developing and playing games with progressive game asset streaming. With SuperStreamer, developers can mark the minimal set of files, containing only the game content essential to start playing the game. When a player plays the game, these minimal set of files will be downloaded to the player's device. SuperStreamer also generates low resolution textures automatically when a developer publishes a game, and these low resolution textures are transmitted first into the game client. As players move through a game level, high quality textures required for the game will be downloaded. In our demo game, we are able to decrease the time taken to startup and load the first game level by around 30%.
Game balancing with ecosystem mechanismAnand Bhojan
To adapt game difficulty upon game character’s strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure diversity in results, and rarely attempted to coordinate content generation and behaviour control together. This paper suggests a solution that is based on multi-level swarm model and ecosystem mechanism, in order to provide a more flexible way of game balance control.
Game Balancing with Ecosystem MechanismAnand Bhojan
To adapt game difficulty upon game character’s strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure diversity in results, and rarely attempted to coordinate content generation and behaviour control together. This paper suggests a solution that is based on multi-level swarm model and ecosystem mechanism, in order to provide a more flexible way of game balance control.
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...Anand Bhojan
Robotics is an extremely dynamic field with thriving advancement in its technology. As research progresses in robotic systems, more and more aspects of vision based processing, GPS enabled services, Autonomous techniques, very far distance communication in robots, dynamic environment handling, mobility techniques, multi-agent control and coordination techniques, multi-robot communication and coordination are explored to make robotics intelligent and to do specific tasks. Vision has helped in many areas for better services and fastens the process for localized results. Advancements in communication, positioning and localization techniques brought the robotics beyond the controlled industrial environments to more dynamic outdoor environments. Research in autonomous and other intelligent techniques has made robots capable of taking decisions in complex environments. The book covers future trends in robotics research topics including motion path planning, routing in dynamic environments, multi-agent control techniques, nature inspired algorithms and synchronization techniques with interesting applications.
mumble: Framework for Seamless Message Transfer on SmartphonesAnand Bhojan
This work explores the possibility of transferring data between mobile devices that are nearby each other without the need of pairing, authentication, superuser access and Internet connectivity. Such technology can be used for emergency broadcast, traffic congestion avoidance, IoT, smart city, social and dating systems and games. Except Bluetooth Low Energy technology, there is no other protocol or technology available that allows pairing-free data transfer without Internet connectivity. Bluetooth Low Energy is capable of doing so but at a relatively short range. Using Wi-Fi Direct's Service Broadcast and Discovery, a simple yet novel method is developed which allows for seamless long range (Wi-Fi range) data transfer without Internet connectivity.
The design details of FATS-mumble can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/mumble15.pdf) published in ACM Mobicom 2015 SmartObjects. Please use it for all the references of this mumble project.
The project is open sourced (Github Link): https://github.com/FatsGW/FATS-Mumble.
Demo: http://youtu.be/ACmNYLd2NlI
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...Anand Bhojan
Displays are one of the major system energy consumers in smartphones. Power consumption of Organic Light-Emitting Diode (OLED) displays have direct relationship with the colour and intensity of the contents being displayed. Games are one of the most popular smartphone applications that consume relatively more resources and power. In this paper, we present Human Visual System (HVS) aware algorithms and techniques to reduce OLED display power consumption up to 45% while retaining the perceived quality of game content. We have implemented and evaluated our solution in the game Quake III and its Android port Kwaak3.
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )Anand Bhojan
http://www.icghia2014.in/keynotespeakers.htm
Conference Keynote Talk: International Conference on Graph Algorithms, High Performance Implementations and Applications Coimbatore (ICGHIA'14)
ARENA - Dynamic Run-time Map Generation for Multiplayer ShootersAnand Bhojan
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
PARVAI - HVS Aware Adaptive Display Power Management for Mobile GamesAnand Bhojan
Displays are one of the major system energy consumers in smartphones. Power consumption of Organic Light-Emitting Diode (OLED) displays have direct relationship with the colour and intensity of the contents being displayed. Games are one of the most popular smartphone applications that consume relatively more resources and power. In this paper, we present Human Visual System (HVS) aware algorithms and techniques to reduce OLED display power consumption up to 45% while retaining the perceived quality of game content. We have implemented and evaluated our solution in the game Quake III and its Android port Kwaak3.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
1. ARENA - Dynamic Run-time Map Generation for
Multiplayer Shooters
Bhojan Anand and Wong Hong Wei
School of Computing, National University of Singapore
banand@comp.nus.edu.sg, wei@comp.nus.edu.sg
Abstract. In this paper, we present simple and novel method to procedurally
generate the game maps for multiplayer shooter games faster (in order of sec-
onds) without compromising the expected features of a good multiplayer shooter
environment.
Keywords: games, procedural content generation, game map generation
1 Introduction
1.1 Procedural Content Generation
Procedural Content Generation (PCG) is the use of algorithmic means to create content
[17] [19] dynamically during run-time. Instead of trekking the same grounds which gets
stale with time, PCG promises a more novel experience every playthrough. PCG was
utilised in games as early as 1978. A notable example is Rogue [12] [1] which spawns
a new genre known as Roguelikes. Core features include randomly generated levels,
item locations and so on. PCG’s influence extends to racing games like Gran Turismo
5, which procedurally generates its tracks [13]. First Person Shooter (FPS) Borderlands
series procedurally generates weapons [5].
1.2 Multiplayer Shooter
We believe that an exception to PCG lies with environments/maps for multiplayer
shooters such as Battlefield [4], which remains one of the most popular genres to date
[18].
The reader should note the difference between a multiplayer and a standard shooter,
which often follows an approximately linear path. The competitive nature of multi-
player shooters brings additional challenge of ensuring fairness through the positioning
of strategic points. Moreover, players typically have more freedom to move around the
map. It is for these reasons the designers often take a different approach to craft multi-
player maps.
We limit our scope to the game mode Capture and Hold, popularised in games
like Killzone [6] . Every player belongs to one of 2 teams. Littered around the map are
flags that are captured by placing players in close proximity. A captured flag (can be
recaptured) lowers the team points for the opposing team continuously. A team point of
0 signals the victory of the opposing team. To win, teams have to actively defend and
pursue flags.
ICEC 2014, 13th International Conference on Entertainment Computing,
Sydney, Australia, 1-3, October, 2014
2. 2
In this paper, we present a novel method that can generate dynamic maps almost
as soon as the player press the ‘Play’ button, while ensuring the quality. The method
is simple, practically feasible and we have implemented and evaluated it with a test
game. In the rest of the paper, we first discuss the motivations for this work in Section 2
and then related works in Section 3. In Section 4 we describe the design goals of map
generation method. Section 5 explains the design of the map generator. Implementation
and evaluations are described in Section 6. Finally we conclude the paper with the
summary at Section 7.
2 Motivation
In this work, we are attempting to automatically create playable, balanced (fairness) and
interesting maps for multiplayer shooters, with a novel approach built using Search-
based PCG [17]. While PCG is used by some multiplayer shooter game designers, who
would procedurally generate maps and then manually tweak them to ship with the final
product, our goal is to remove the human intervention for manual tweaking completely.
This means that the generation should be completed within a span of seconds, or else
the patience of the player could wear thin. If we are successful, the development time
and cost needed to create maps for similar games could be drastically reduced. The
result would be increased longevity that stems from the near limitless amount of maps
for players to play in.
3 Related Work
G¨uttler et al. [7] identified some basic spatial properties of multiplayer FPS games and
proposes several heuristics for better level design. In addition, the insights provided by
several industry leaders of leading game companies on design of a good multiplayer
game ([14], [9] and [8]) are incorporated in formulating our design goals. Search-based
PCG (SBPCG), an approach to PCG, was introduced by Togelius et al. [17]. We will be
employing a similar approach in our solution. Togelius et al. also managed to procedu-
rally generate tracks for a racing game [15] and maps for strategy game Starcraft [16].
In both cases, SBPCG was used with a simulation based fitness function. Kerssemakers
et al. [11] introduced a procedural PCG generator to generalise the creation of PCG to
games again with the use of a simulation-based fitness function. However, the use of
simulation-based fitness function is not suitable for our goals, due to the time it takes
to create a map is long and it is not suitable for practical implementations due to the
strict real time requirements imposed by the games and game players. Work done by
Cardamone et al. [3] to evolve interesting maps for a FPS leveraging on SBPCG is a
great starting point for our research. However, a great amount of work have to be done
to ensure that the map can be generated in a span of seconds. Moreover, the maps that
are generated are seemingly low on navigability and aesthetics, which are basic features
of any good multiplayer game. In contrast, navigability and aesthetics are part of our
design goals.
4 Map Design Goals
We describe what we want to achieve by identifying elements of interesting maps (of
multiplayer shooters) so that they can be incorporated into our design. 1) Fast Genera-
tion - We wish to generate the maps in real-time. In other words, the final map has to be
3. 3
Fig. 1: Illustration of a SBPCG process. Only accepted maps are used in the next population.
generated within a span of seconds to minimise player frustration. 2) Collision Points
- G¨uttler et al. [7] defines collision points as areas that see the most clashes and where
most tactical choices are made. Tactical choices begin with preparations (route to take
and so on), and ends with a confrontation. The designer should be aware of them to
give more opportunity for tactical choices [8]. In contrast, a map with no clear or too
many such points are likely to see players stumping onto opponents unexpectedly. 3)
Flow - The designers in [9] emphasise on flow, an “invisible flow (that is) continually
impelling the player onwards”. As this is too abstract, we deconstruct it into measur-
able components (Navigability and Pacing). Navigability - players should be able to
recognize where they are and where they should go. Pacing - confrontation should last
enough duration to be fun. It should be accompanied by some respite, but not to the ex-
tent of inducing boredom [7]. Also, the map should not have disruptive dead ends. Even
though they may not fully encompass it, we have observed that they provide reasonably
good flow and serve as good starting point for future research. 4) Fairness - Each team
should have same chance of victory [7], which is related to flags. A team with flags
closer to its spawn point has a higher chance of capturing them. 5) Aesthetics - The de-
sign must have the potential to meet aesthetics demand of players. There is a rich set of
taxonomy that collectively define aesthetic [10]. For instance, a map cannot constitute
entirely of blocks. Instead, it should contain trees, vehicles and so on to create more
natural challenges. In addition, having diverse items improve navigability, as players
can use them to get their bearings.
5 Map Generator Design
In this section we describe our algorithm to generate interesting maps for multiplayer
shooters, which makes use of the popular Search-Based Procedural Content Gener-
ation (SBPCG) [17] method. We employ generate-and-test approach as illustrated in
Figure 1.
We first present how a map blueprint is created by our initialisation algorithm in
Section 5.1. Then, we detail how it evolves with a fitness function to produce the final
map blueprint and how it is mapped to the actual game environment in Section 5.2.
5.1 Initialisation Algorithm
Our initialisation algorithm consists of several phases. We first populate the blueprint
piece by piece before determining where to place strategic points and computing its
fitness.
PHASE I: Populating Game Tiles. Each game tile comprises of four smaller cells,
which belong to either an indoor area (inside a building), outdoor area or inaccessible
4. 4
(a) (b) (c)
Fig. 2: a. Types of Game Tiles (not complete), b. Rule of Adjacent Game Tiles, c. Removing
artifacts horizontally
Fig. 3: Initialisation Algorithm Phase I-IV. Each colour represents a region, and the brown icon
is a door.
area as shown in Figure 2a. A game tile can be placed in a location adjacent to an-
other game tile only if the neighbouring cells match (Figure 2b). We call this adjacency
requirement as Rule of Adjacent Game Tiles.
The map uses a grid layout, with each ‘square’ occupied by a game tile. The grid
is first enclosed by a layer of fully inaccessible game tiles. This ensures players can-
not move outside the map. Next, game tiles of random types are placed in unoccupied
‘squares’, constrained by the rule of adjacency (Figure 2b). This is repeated until it is
fully filled. An example of the generated map can be seen in Figure 3.
PHASE II: Cleaning Up. We notice several artifacts like overly small buildings or
protruding parts of buildings’ remains. We scan the map blueprint both vertically and
horizontally, removing single cells which are surrounded by cells of different types as
depicted in Figure 2c. This is necessary to give the map a ‘cleaner’ look with more
regularly shaped buildings which would otherwise hurt its navigability.
PHASE III: Identifying Regions. To analyse the map, the algorithm requires an un-
derstanding of its layout. We first identify regions of the map, which are either indoor
or outdoor. Region detection is done by applying a Flood Fill algorithm to the cells,
stopping when it reaches its maximum size or when no cells are left. This is repeated
until all accessible cells belong to a region. The maximum size is proportional to the
map’s size and can be tweaked. Note that cells of different types cannot share the same
region; Indoor region contains only indoor cells and outdoor region contains only out-
door cells.
PHASE IV: Connecting Regions. By identifying regions, we can construct an undi-
rected graph with each node located approximately at the region’s centre. Nodes are
connected by an edge if players can move directly from one to the other without passing
through a third one. At this stage, no edges exist between indoor and outdoor regions.
For every indoor region, edges are created to connect to an neighbouring outdoor region.
This adds a door between them and improves the connectivity of the map. The same
5. 5
Fig. 4: Map blueprint after Phase V. The shields are the spawn
points. The flag icons show the position of the flags. The shield and
sword icon near the centre represents a collision point. The thicker
lines are covers.
Fig. 5: Visual Appearance of
the Game Environment
applies to all indoor regions of bigger buildings with multiple regions. It is therefore
natural to have multiple doors at different points within it. Otherwise, moving deeper
into a large building always result in a dead end. Most parts of the generated map is
connected after this phase. However, there are exceptions where regions are fully sur-
rounded by inaccessible cells.
PHASE V: Positioning of Strategic Points. Spawn Points, position of Flags, Collision
Points and Covers are strategic elements which are depicted in Figure 4. Two Spawn
Points are required for ‘Capture and Hold’ games, one for each team. They are posi-
tioned by identifying the two nodes of the graph that are the furthest away from each
other geographically. Four Flags (team flags) are planned for the map. Each team is
assigned a flag (captured) at the beginning of the play. They are positioned at the nodes
closest to the teams’ spawn points. The two remaining flags are neutral (not captured).
A straight line is first ’drawn’ between spawn points. Each side of the line will contain
a neutral flag. They bound to a node with the minimum difference in travelling distance
(using the Dijkstra algorithm) from both spawn points to preserve fairness. Collision
Points are identified by the degree of the node. A high degree node most likely belongs
to a region that players are prone to meet as many different routes will lead to it. We
observed that a degree of five and above makes a good condition for a collision point.
Covers are placed approximately at the meeting point of regions that have an edge to
the collision points. This helps with promoting tactical choices as it provides more op-
tions to players who are more likely to meet at collision points. Covers are also placed
at nodes which have not been assigned anything. Since these nodes are usually at region
centres, the covers act as good places to hide if a firefight is to break out at that region.
Without it, there may be too many open areas.
5.2 Evolution
Fitness Computation A fitness is assigned for the evolutionary algorithm to tell how
good the map is. There are 3 approaches [17]. Interactive Fitness Function grades it
based on interaction with a player. As this is physically impossible, this approach is not
considered. Simulation-Based Fitness Function uses AI (Artificial Intelligence) agents
to play through a portion of the game for evaluation. Many research works ([15], [11]
and [3]) used simulation-based fitness functions. However, its weakness lies in the time
required to compute it. Therefore, we have employed Direct Fitness Function, where a
6. 6
content is judged by retrieving a list of features. In our solution, the fitness is computed
by simply summing up the values for all of the following features which are derived
based on the design goals presented at the beginning of this Section. 1) Connectivity
- Returns 1 if the graph is connected (as detected in Phase IV). Otherwise, returns 0.
All regions are reachable in a connected map. 2) Forced Collision Points - Returns 1 if
there are one or two collision points. Returns 0 if there are zero or more than two colli-
sion points (no clear collision points). Ideal number of collision points depends on the
map size. 3)Flag Fairness - Difference in the distance travelled to own team flag. This is
measured by finding the travelling distance from the spawn points to the corresponding
team flag. The returned value is normalised to 0 to 1, with 0 being maximum distance
apart and 1 being approximately the same distance apart. 4) Overall Flag Fairness -
Similar to Flag Fairness, but returns the difference in distance travelled to all flags from
the spawn points instead.
Evolution and Mapping The first population consists of three map blueprints gen-
erated with the initialisation algorithm. They are then mutated three times each, pro-
ducing nine more blueprints. Each mutation removes part of the map and repopulate
it with the initialisation algorithm. With that, the population is complete with twelve
map blueprints. Three of the best maps (based on their fitness values) are picked and
mutated three times to form the second population. This continues until enough popula-
tions are processed. The final map blueprint obtained after the evolution is then used to
create the actual environment. Doing so is a direct mapping of each abstract game tile
(in blueprint) to one of the many variations of concrete and matching game tiles seen
by the player.
6 Evaluation
6.1 Evaluation Methodology
We developed a FPS game to implement our solution. Video demonstration of our algo-
rithm and playable version of our game are available at our project homepage [2]. We
evaluated the effectiveness of the evolutionary algorithm on producing good maps and
its compliance with the design goals.
6.2 Effectiveness of Evolution
We created 3 different maps using our solution. We run the evolution algorithm for 55
populations (approximately 10 seconds in a Intel Core i7 laptop) each time to generate
the map. The maximum average summed fitness is 4.0, as the fitness for each of the
4 features is normalised from 0.0 to 1.0. The average summed fitness of the processed
population against the number of populations processed so far is plotted in Figure 6.
The positive gradient shows that the evolutionary methods does improve the quality of
the map as more population are generated and mutated. It also shows that the fitness
stabilises after 26 populations (which takes about 5 seconds).
The fitness for each feature (with unnormalised values) of generated maps are shown
in Table 1. Based on the fitness function that we have defined, the maps are all con-
nected (with Connectivity of value 1.0), meaning that no regions are blocked from the
rest. The algorithm is also effective in constraining the number of collision points (with
Forced Collision Points of value 1.0, indicating that there are either 1 or 2 collision
7. 7
points.). For both Flag Fairness and Overall Flag Fairness, we show the unnormalised
values. These values indicates the absolute difference in moving from the spawn points
to own team flags for Flag Fairness, and the difference in moving to all flags for Overall
Flag Fairness. A value of 1.0 means their distance are exactly one cell apart. Given our
result, the values are very low, with the highest being 1.03510, which is barely one cell
apart. To give a clearer perspective, one cell will take only approximately a second to
travel. Henceforth, we can conclude that the flags are placed in positions that are largely
fair for both teams.
Fig. 6: Change in fitness when evolving
Table 1: Fitness values of generated
maps (after 26 populations)
6.3 Meeting Design Goals
A user study was conducted to test if the map generated using our method meets the de-
sign goals. The game was ported to run in a browser environment. The URL of the game
with a starting page containing the introduction to the game, game rules and mechanics
were sent to all participants. The users were allowed to play the game multiple times
before taking the survey. A brand new map is generated with every playthrough. Table
2 shows the demography. The survey had 6 questions with Likert scale of 1 to 5 for each
question. The questions: Q1) How fast is the loading process? [1 being unacceptably
slow and 5 being very fast] Q2) Did the combats took place all over the map or in few
key locations? [1 being only sparsely located and 5 being focused on a few areas] Q3)
Was it easy to navigate your way to your opponents and flags? [1 indicating very easy
and 5 being very hard] Q4) Did you run into many dead ends? [1 indicating none and 5
indicating many] Q5) Please rate the pacing of the game. [1 being too fast/slow paced
and 5 being very well-paced] Q6) Did the placement of the flags give fair chances for
both teams? [1 being very unfair and 5 being very fair]
The results shown in Figure 7 are discussed below. 1) Fast Generation - As dis-
cussed above it took about 10 seconds (10.1s, 9.9s and 11.5s respectively for Map1,Map2
and Map3) to generate the maps with 55 populations while 26 are sufficient. We feel
that this loading time is reasonable for a commercial game. The mean user score of 3.19
with a standard deviation of 1.08 for Q1 implies that the users are generally acceptable
of the time taken to generate a map. In contrast to algorithms in previous works [3], [15],
[16] which takes hours, our algorithm is relatively successful in real-time generation.
Previous works typically take a highly random approach in initialising the candidate,
and relies too heavily on evolution. The key difference lies in our relatively complicated
8. 8
Table 2: User Study - Demography
Fig. 7: User Study Results
initialisation process, which takes additional steps to improve fitness of base maps. 2)
Collision Points - The sample mean is 3.60 with standard deviation of 1.25 for Q2
implies the design of collision points are effective as we have successfully limited the
points of confrontation. The covers surrounding it provides ample opportunities for tac-
tical choices. 3) Flow - From the results of Q3, Q4 and Q5, we can say that our maps
have fairly good navigability and pacing. Even with measures to prevent dead ends,
they remain in some areas that are hard to detect. The buildings on the left and right
are large but do not have doors other than the ones that leads to the centre. Players may
find themselves trying to find flags deeper into them only to discover a dead end. This
can be improved by tweaking the maximum region size. Pacing is susceptible to many
confounding factors, such as the speed of movement, rate of fire, speed of reloading
and so on, and is therefore not exclusively dependent on the map design. 4) Fairness
- We measure the time to navigate from both spawn points to all four flags by playing
through the map. It takes 58.88s to move from the blue base and 60:21s to move from
the other base. The small difference between these values implies high fairness. The
sample mean of 3.36, standard deviation of 0.98 for Q6 implies that the placement of
flags are largely fair for our users. 5) Aesthetics - The look of the game depends on the
artist. In general, However, what we can observe from the map is that the buildings have
decent shapes and the objects such as trees and wagons are placed naturally as shown
in Figure 5.
7 Conclusion
We first presented our findings of what constitutes a good game environment for mul-
tiplayer shooters, before designing and implementing an algorithm for the procedural
generation of a map that can satisfy all the criteria. We then evaluated the maps by mea-
suring the effectiveness of the evolution to produce better maps and to check whether
the result satisfies what we have set out to do. Our evaluations show that we can gen-
erate game map procedurally for multiplayer shooters in less than ten seconds without
compromising the common design requirements (flow, positioning of collision points,
fairness and aesthetics) of commercial multiplayer shooters. Hence, in contrast to pre-
vious works, our method is practically feasible for run-time dynamic map generation
and can be immediately used by game industry.
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