My talk from GDC Next in LA, on November 6th, 2013.
ABSTRACT: In the past decade, cooperative games have become an important category for tabletop play. Best-sellers like Pandemic and Flash Point: Fire Rescue are just the tip of the cooperative iceberg, with dozens more filling game store shelves. Meanwhile, in the online computer game field, quests and character specialization imply cooperative play, but the games don't necessarily embed cooperative mechanics in their code. This session will bridge that gap by highlighting specific tabletop mechanics that encourage, support and even limit cooperation, and suggest how they can be used in online games. It will do so using many references to specific tabletop games.
TAKEAWAYS: Attendees will learn about the design of cooperative elements in tabletop games, including cooperation styles and anti-cooperative incentives. They will be able to discuss basic cooperative theory, including elements of limited communication, hidden information and costly assistance. Finally, they will be able to apply these tabletop lessons to online design.
Paying Attention. The Currency of Great Teams.Carmen Dukes
Building a great, high-performing team starts with getting everyone to pay attention. SXSW 2017 PanelPicker Proposal. Vote here: http://panelpicker.sxsw.com/vote/66331
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
Paying Attention. The Currency of Great Teams.Carmen Dukes
Building a great, high-performing team starts with getting everyone to pay attention. SXSW 2017 PanelPicker Proposal. Vote here: http://panelpicker.sxsw.com/vote/66331
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
An (unexpected) journey through the history of Video game business models not...André Bernhardt
Lecture from the Quo Vadis conference in Berlin April 2013 (DGT13). Trying to summarize the history of different business models in the past to see wether history will repeat itself.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
We talk about some preliminary work correlating pro-social behaviors in a popular first-person shooter game with other player retention and engagement metrics.
This slide make a brief picture of gaming in past, present and future and how it's all around us. There's also a peak view on Robotics and the latest inventions in that field. Gamification is a new concept uprising that will affect us on near future. This slide is part of university seminar - department of AI on April, 2012.
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
An (unexpected) journey through the history of Video game business models not...André Bernhardt
Lecture from the Quo Vadis conference in Berlin April 2013 (DGT13). Trying to summarize the history of different business models in the past to see wether history will repeat itself.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
We talk about some preliminary work correlating pro-social behaviors in a popular first-person shooter game with other player retention and engagement metrics.
This slide make a brief picture of gaming in past, present and future and how it's all around us. There's also a peak view on Robotics and the latest inventions in that field. Gamification is a new concept uprising that will affect us on near future. This slide is part of university seminar - department of AI on April, 2012.
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Smart Signatures—Experiments in Authentication (Stanford BPASE 2018 final)Christopher Allen
My presentation on Smart Signatures on 2017-01-24 at the Stanford Blockchain Protocol Analysis and Security Engineering 2018 Conference https://cyber.stanford.edu/bpase18
Forging Self-Sovereign Identity in the Age of the Blockchain - Christopher Al...Christopher Allen
Presentation by Christopher Allen of Blockstream on self-sovereign decentralized identity, confidentiality, privacy, and human rights at Milan Bitcoin Meetup on April 11, 2017. Video at https://www.youtube.com/watch?v=p0-oXpp6yrM&t=5m7s
Christopher Allen's teaching philosophy and approach to curriculum design in a hybrid (mixed online & face to face), flipped (lectures as homework, classes as activities) environment while teaching at the Bainbridge Graduate Institute @ pinchot.EDU in the MBA in Sustainable Systems program.
A relatively non-technical introduction to Bitcoin and its underlying technology the Blockchain. The opening presentation for summer 2015 Blockchain University courses.
A proficiency model for creating instructional design objectives and to empower students in their own learning. It is a hybrid model based on principles from Csikszentmihalyi’s concept of ‘Flow’. This model has four basic +1 stages: unlearned, basic familiarity, practiced proficiency, mastery, and reflective competence.
Creating a game together is a great tool for teams to establish a shared language and to discover aspects of collective experience that can foster innovation. The reason is that games can be defined as “A Playful Journey to Success” — the processes of innovation, entrepreneurship and education are all also Journeys to Success. Thus by designing a game, we are modeling future successful journeys for ourselves.
A powerful tool in our pedagogy toolbox are discussion assignments using Moodle forums as activities.
This presentation demonstrates what they are for, how to configure them for your course, some best practices and warnings.
This presentation is CC-BY-SA, and the PDF may be downloaded. For the original Keynote files contact me.
Marcos Moulitsas Zúniga (@Marcos) founder of the blog DailyKos.com, and author of "Taking on the System" was our guest in our class "Using the Social Web for Social Change" in the green MBA at BGIedu. Topics include blogging, social change, occupy wall street, online communities, and political tactics.
Slidecast (slides + audio) on the topic of memes and memetics. An excerpt from an online lecture in the sustainable MBA program at BGIedu in the class "Using the Social Web for Social Change".
Raph Koster's keynote at the O'Reilly Emerging Technology Conference in 2007. It is about the core elements of "deep structure" that go into making something fun -- particularly web apps and social media. This slidecast is constructed from the slides and mp3 available at raphkoster.com.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
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.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
Welcome to the first live UiPath Community Day Dubai! Join us for this unique occasion to meet our local and global UiPath Community and leaders. You will get a full view of the MEA region's automation landscape and the AI Powered automation technology capabilities of UiPath. Also, hosted by our local partners Marc Ellis, you will enjoy a half-day packed with industry insights and automation peers networking.
📕 Curious on our agenda? Wait no more!
10:00 Welcome note - UiPath Community in Dubai
Lovely Sinha, UiPath Community Chapter Leader, UiPath MVPx3, Hyper-automation Consultant, First Abu Dhabi Bank
10:20 A UiPath cross-region MEA overview
Ashraf El Zarka, VP and Managing Director MEA, UiPath
10:35: Customer Success Journey
Deepthi Deepak, Head of Intelligent Automation CoE, First Abu Dhabi Bank
11:15 The UiPath approach to GenAI with our three principles: improve accuracy, supercharge productivity, and automate more
Boris Krumrey, Global VP, Automation Innovation, UiPath
12:15 To discover how Marc Ellis leverages tech-driven solutions in recruitment and managed services.
Brendan Lingam, Director of Sales and Business Development, Marc Ellis
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
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.
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/
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...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.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
3. What is a Cooperative Game?
“Cooperative — an association of persons
for common benefit.”
—Merriam–Webster Dictionary
“Players are given a common task that they
must achieve, and they realize very quickly
that they are doomed. The players realize that
the task is essentially insurmountable, so
competition and selfishness is replaced by a
true spirit of togetherness against the
common evil.”
—Reiner Knizia,
“A cooperative game is a
game where groups of
players may enforce
cooperative behavior.”
designer The Lord of the Rings (2000)
—John Nash on Game Theory
“Pure cooperative games rely on
the players working for a common
goal against a board and game
system that will shift each game.”
—Richard Lanius,
designer Arkham Horror (1987)
!3
4. What is a Cooperative Game?
“A game design such that
players must cooperate in order
to achieve a mutual goal,
usually survival against an
‘oppositional’ system.”
— Christopher Allen
!4
5. What is Cooperative Play?
“Activities where players
cooperate in order to achieve
individual goals.”
— Christopher Allen
!5
8. Online Cooperative Games
There is a long history of online
cooperative team games…
NetTrek (1988)
First Internet team game
Two 8-player teams PvP
Doom (1993)
First big commercial hit
2- & 4-player teams PvE & PvP
!8
9. Online Cooperative Play
But in the last 15 years online cooperation has
been more focused on cooperative play…
Ultima Online (1997)
First US major with significant
cooperative “guilds”
Everquest (1999)
First US major with with “epic raids”
Up to 72-player cooperative PvE
!9
10. Cooperation & Online Games
!
Cooperative Play
➡ cooperate to achieve individual goals
Cooperative Games
➡ cooperate to achieve mutual goals
!10
11. Tabletop Cooperatives
Shadows over Camelot (2005)
Cooperative with Traitor
Arkham Horror (1987,2005)
Early true cooperative game
Battlestar Galactica (2009)
Great Cooperative with Traitor
Pandemic (2008)
Great True Cooperative
!11
46. Oppositional Design
“In the Lord of the Rings, the players are given a
common task that they must achieve, and they
realize very quickly that they are doomed. The players
realize that the task is essentially insurmountable,
so competition and selfishness is replaced by a true
spirit of togetherness against the common evil. The
evil is me, or at least all the nasty obstacles I build into
the game system to work against the players!”
—Reiner Knizia,
designer The Lord of the Rings (2000)
!46
53. What makes a great Cooperative?
•It should be possible to fail
•The future should be unpredictable
•Choices should be uncertain, difficult,
and allow for loss
•The game should have momentum and
be repeatable
•Cooperation should improve over time
!53
54. Great Tabletop Cooperatives
Saboteur — intro collaborative with traitor-like gameplay
Shadows over Camelot — influential traitor cooperative
Battlestar Galactica — sophisticated traitor cooperative
Castle of the Devil — hidden teams
Descent: Journeys in the Dark — overlord
Forbidden Island — intro true cooperative
Hanabi — limited communication cooperative
Arkham Horror — foundational true cooperative, long but good
Pandemic — influential true cooperative
Ghost Stories + White Moon — advanced true cooperative
!54
55. This talk based on:
!
A Friendly Game: The Design, Theory & Practice of
Tabletop Cooperative Games
by Christopher Allen & Shannon Appelcline
We haven’t chosen a publisher yet, so feel free to contact
us for more information!
ChristopherA@RPG.net
ShannonA@skotos.net
!55