Results for 'StarCraft'

7 found
Order:
  1.  56
    Master Maker: Understanding Gaming Skill Through Practice and Habit From Gameplay Behavior.Jeff Huang, Eddie Yan, Gifford Cheung, Nachiappan Nagappan & Thomas Zimmermann - 2017 - Topics in Cognitive Science 9 (2):437-466.
    The study of expertise is difficult to do in a laboratory environment due to the challenge of finding people at different skill levels and the lack of time for participants to acquire mastery. In this paper, we report on two studies that analyze naturalistic gameplay data using cohort analysis to better understand how skill relates to practice and habit. Two cohorts are analyzed, each from two different games. Our work follows skill progression through 7 months of Halo matches for a (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  2.  30
    The Play of Champions: Toward a Theory of Skill in eSport.Lasse Juel Larsen - 2022 - Sport, Ethics and Philosophy 16 (1):130-152.
    This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  3.  11
    The Play of Champions: Toward a Theory of Skill in eSport.Lasse Juel Larsen - 2022 - Sport, Ethics and Philosophy 16 (1):130-152.
    This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  4. Artificial Intelligence Is Stupid and Causal Reasoning Will Not Fix It.J. Mark Bishop - 2021 - Frontiers in Psychology 11.
    Artificial Neural Networks have reached “grandmaster” and even “super-human” performance across a variety of games, from those involving perfect information, such as Go, to those involving imperfect information, such as “Starcraft”. Such technological developments from artificial intelligence (AI) labs have ushered concomitant applications across the world of business, where an “AI” brand-tag is quickly becoming ubiquitous. A corollary of such widespread commercial deployment is that when AI gets things wrong—an autonomous vehicle crashes, a chatbot exhibits “racist” behavior, automated credit-scoring (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  5.  34
    Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive‐Motor Skill Learning.Joseph J. Thompson, C. M. McColeman, Ekaterina R. Stepanova & Mark R. Blair - 2017 - Topics in Cognitive Science 9 (2):467-484.
    Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action is delayed relative to the other actions in (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  6.  17
    Toward a Psychology of Deep Reinforcement Learning Agents Using a Cognitive Architecture.Konstantinos Mitsopoulos, Sterling Somers, Joel Schooler, Christian Lebiere, Peter Pirolli & Robert Thomson - 2022 - Topics in Cognitive Science 14 (4):756-779.
    We argue that cognitive models can provide a common ground between human users and deep reinforcement learning (Deep RL) algorithms for purposes of explainable artificial intelligence (AI). Casting both the human and learner as cognitive models provides common mechanisms to compare and understand their underlying decision-making processes. This common grounding allows us to identify divergences and explain the learner's behavior in human understandable terms. We present novel salience techniques that highlight the most relevant features in each model's decision-making, as well (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  7.  27
    Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations