著者
Panumate Chetprayoon Iida Hiroyuki
出版者
Digital Games Research Association JAPAN
雑誌
Proceedings of 2016 Summer Conference, Digital Games Research Association JAPAN
巻号頁・発行日
pp.168-171, 2016-08-06

This paper explores an innovative way to find a comfortable setting of video games. Pokemon is chosen as benchmark and game refinement measure is employed for the assessment. The number of Pokemon that one trainer can carry (i.e., setting with n=6) has never been changed after the first episode of Pokemon was released in 1996. Pokemon battle is simulated and various AIs are developed for the experiments. The results show that the original setting is the best for many players of various levels.
著者
Panumate Chetprayoon Iida Hiroyuki
出版者
情報処理学会
雑誌
研究報告ゲーム情報学(GI) (ISSN:21888736)
巻号頁・発行日
vol.2016-GI-36, no.6, pp.1-7, 2016-07-29

This paper explores an innovative way to find a comfortable setting of video games. Pokemon is chosen as a benchmark and game refinement theory is employed for the assessment. Pokemon has many entertaining factors to be considered like other video games. Interestingly, there are some factors which are still remained after the first episode of Pokemon was released in 1996. Among them, the number of Pokemon that one trainer can carry (n=6) has never been changed. It is assumed that the setting may be optimal, which has been realized by players as well as composers. In this paper, Pokemon battle game is simulated by simplifying many factors and different types of computer players (AIs) are developed for the experiments. The experimental results show that the setting (n=6) is the best in the sense that the setting covers most players of various levels and that Pokemon is mostly played by children. Moreover, there are other reasonable settings for some specific levels. For example, n=5 and n=7 may be a comfortable setting for experts and beginners, respectively.
著者
Iida Hiroyuki Nakagawa Takeo Huy Nguyen Quoc Hasai Siti Mardhiah Husna Azizul Nur Muangkasem Apimuk Sone Shogo Ishitobi Taichi
出版者
Institute of Electrical and Electronics Engineers (IEEE)
雑誌
2012 International Conference on Information Society (i-Society)
巻号頁・発行日
pp.415-422, 2012-06-27

This paper is concerned with uncertainty of game outcome in Congkak and Othello. Firstly, an information dynamic model of uncertainty of game outcome is derived based on fluid mechanics. Secondly, data analyses of Congkak and Othello have been done. It is found that Congkak is a unique regional game in South-East Asia, while Othello is one of the most entertaining games in the globe. It is suggestedthat Shannon’s entropy provides a measure of uncertainty ofgame outcome, but not itself. The true uncertainty is given by the present proposed model.
著者
Panumate Chetprayoon Xiong Shuo Iida Hiroyuki
出版者
Institute of Electrical and Electronics Engineers (IEEE)
雑誌
2015 3rd International Conference on Applied Computing and Information Technology/2nd International Conference on Computational Science and Intelligence (ACIT-CSI)
巻号頁・発行日
pp.60-66, 2015
被引用文献数
7

This paper explores the attractiveness of Pokemon which is a turn-based Role Playing Game (RPG) and has been very popular for the decades. In this study we focus on Pokemon battle which is the most important component in Pokemon. The game refinement theory is used as a tool to assess the degree of sophistication of Pokemon battle. For this purpose we apply two approaches of game progress modeling to derive game refinement measure, i.e., score limit sports approach and board game approach. We calculated game refinement values for Pokemon battle by collecting many data from Pokemon Showdown, an online Pokemon battle simulator. The results show that the values of game refinement for Pokemon are slightly lower than the comfortable zone that we supposed in the previous study. We are tempted to conclude that such a slightly lower value is important to attract children with appropriate degree of excitement in playing Pokemon.
著者
IIDA Hiroyuki NAKAGAWA Takeo SPOERER Kristian
出版者
International Institute of Informatics and Systemics
雑誌
Proceedings of the 2nd International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2011
巻号頁・発行日
pp.134-139, 2011

We propose a procedure to form information models based on equations of fluid mechanics. A novel game information dynamic model constructed using the procedure is proposed. This model is derived from a series of approximate solutions for flow past a flat plate at zero incidence. The five Base Ball games in the World Series 2010 are analyzed and the information dynamics is discussed in the light of the present model. It is found that the present model properly accounts for ’one-sided game’where information gradually approaches to the value of game outcome with increasing the game length near the end. The modelling of information using fluid mechanics equations allows application of well known physical concepts, like velocity, acceleration, momentum, force and energy, to information. We hope that the proposed procedure is general and can be applied to different games and real-world problems.