Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 9, Issue 1
Displaying 1-4 of 4 articles from this issue
  • -Analysis of Agents in AI Wolf Contest-
    Fujio Toriumi, Michimasa Inaba, Hirotaka Osawa, Daisuke Katagami, Kosu ...
    2016 Volume 9 Issue 1 Pages 1-11
    Published: 2016
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    The communication game “Are you a Werewolf?“can be next-generation standard problem for artificial intelligence which comes after Chess, Go or Shogi and so on. Our goal is to find “How can people enjoy playing the games with AI”. For the purpose, we employ the collective intelligence method to develop AI which can play Werewolf. In this paper, we introduce the AIWolf project and game platform which designed to play Werewolf by artificial intelligence agents. Number of participated agents are 38, and 15 of them became finalists. Also, we describe about the First AIWolf contest and analyze the result of the contest. From the analysis, we found that the winner agent has significantly higher winning rate. Also, we found the relationships between roles and winning rates which are important information to develop agents.
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  • -Examination of Differences between CERO Ratings Based on Longitudinal Data of Junior High School Students-
    Yukiko HORIUCHI, Sachi TAJIMA, Kanae SUZUKI, Akiko SHIBUYA, Akira SAKA ...
    2016 Volume 9 Issue 1 Pages 13-24
    Published: 2016
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    We conducted a two-wave longitudinal survey from 2008 through 2009 to examine differences in the effects of playing video games on aggressiveness and normative beliefs about aggression between content ratings given to the games by CERO. 1218 students of 12 public junior high schools located in Tokyo, Chiba, and Saitama participated in this survey. The results indicated that playing C-rated violent video games lowers normative beliefs about aggression among boys, but this effect was not found for playing non-violent video games or B-rated violent video games.
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  • -Based on the Psychological Experiment Using the System Simulated QTE-
    Sayako SUZUKI, Akira BABA
    2016 Volume 9 Issue 1 Pages 25-31
    Published: 2016
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    The cut scenes by computer graphics have become used for the video games with the advances of information technology, and then, the creators brought in a new technique so-called QTE (Quick Time Event) which makes players to put some buttons while watching the cut scenes. In this study, players’ reaction time and understanding of the context of the movies during QTE were investigated by psychological experiment using the system like QTE. The results showed that the novice players take much time to put the buttons if the interval between tasks is long and the sign of the button mark is small. In this case, all players' understanding of the cut scenes dropped slightly.
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  • Takeyasu ICHIKOHJI
    2016 Volume 9 Issue 1 Pages 33-39
    Published: 2016
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    The purpose of this paper is to discuss about the most suitable organizational structure and environment on game development. In order to develop the hypotheses, First, I have conducted a review of the prior researches and tested 5 preliminary hypotheses by interview with a long experienced person in the game industry. Then I present refined hypotheses.
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