Posts tonen met het label gaming. Alle posts tonen
Posts tonen met het label gaming. Alle posts tonen

donderdag 15 september 2011

SpaceChem!

SpaceChem!:

spacechemscreenshot.png



A few months ago I got an email from Zachtronics, creators of the Codex of Alchemical Engineering, about the new indie game called SpaceChem. It was billed as "an obscenely addictive, design-based puzzle game about building machines and fighting monsters in the name of science." What's not to love?



Here's a preview. . .

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woensdag 6 juli 2011

Virtual World Study Reveals The Origin of Good and Bad Behaviour Patterns

Virtual World Study Reveals The Origin of Good and Bad Behaviour Patterns: "

What do the patterns of good and bad behaviours in an online world reveal about the nature of humanity? Computer scientists have begun to tease out an answer



The way patterns of behaviour emerge and spread through society is the subject of intense research at the moment. That's partly because of the huge advances made in modelling the interactions between individuals in computer models and partly because of the sudden availability of huge datasets that capture certain aspects of human behaviour, such as mobile phone, email and trade datasets.


However, none of these techniques fully capture the way behaviours spread in society. That's because behaviours spread from one network to another, for example, an angry phone conversation can affect the next email you write.


That's an important limitation since it's reasonable to imagine that when networks are superimposed on the same set of nodes (ie people), behaviours can easily transfer from one network to another.


Study this might work if it were somehow possible to synchronise datasets from different networks, but the prospects for this seem remote given concerns about anonymity. At least in the real world.


Today, Stefan Thurner at the Santa Fe Institute in New Mexico and a couple of pals show how to get around this limitation. Their idea is to study the patterns of behaviour that emerge in a virtual world where every interaction is recorded for posterity.


The world they've chosen is a massive multiplayer online game called Pardus, which started in 2004 and today has some 380,00 players.


Thurner and co studied eight basic actions in which players to interact with each other. These are: communication, trade, establishing or breaking friendships and enmities, attack and punishment. They simply recorded the stream of actions that each player performs and then looked for patterns that occur more often than expected.


Their conclusions are straightforward to state. Thurner and co found that positive behaviour intensifies after an individual receives a positive action.


However, they also found a far more dramatic increase in negative behaviour immediately after an individual receives a negative action. 'The probability of acting out negative actions is about 10 times higher if a person received a negative action at the previous timestep than if she received a positive action,' they say.


Negative action is also more likely to be repeated than merely reciprocated, which is why it spreads more effectively.


So negative actions seem to be more infectious than positive ones.


However, players with a high fraction of negative actions tend to have shorter lives. Thurner and co speculate that there may be two reasons for this: 'First because they are hunted down by others and give up playing, second because they are unable to maintain a social life and quit the game because of loneliness or frustration.'


So the bottom line is that the society tends towards positive behaviour.


That's interesting because it opens a new front in the study of the human condition and the origin of good and bad behaviour.


On this matter, Thurner and co come to a firm conclusion: 'We interpret these findings as empirical evidence for self organization towards reciprocal, good conduct within a human society,' they say.


In other words, humanity is fundamentally good.


Maybe. More interesting will be a next generation of studies that examine how small changes in environmental conditions can lead to big changes in behaviour. There's not shortage of examples of this in real life, where entire societies have suddenyl become murderous mobs.


What is that needs to change to make humanity tend towards bad behaviour? Studies like this may help answer this question.


It may turn that the forces at work are finely balanced, which would certainly help to explain some of the more unsavoury episodes in the history of humankind.


But if that's possible, Thurner and co may have inadvertently stumbled across a new way to study historical behaviour.


That'll be worth watching in more detail.


Ref: arxiv.org/abs/1107.0392: Emergence Of Good Conduct, Scaling And Zipf Laws In Human Behavioral Sequences In An Online World





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maandag 16 mei 2011

Sony hackers reportedly used Amazon cloud service

Sony hackers reportedly used Amazon cloud service: "If true, the attack suggests that criminals now see the cloud as a perfect staging ground for online attacks


"

And they used zombie PC´s?
Because my router acted weird in that period (week 16) while the only connection it had was to ec2-67-202-28-213.compute-1.amazonaws.com
and I then ended up here.
But I am not the only one

zondag 2 januari 2011

fall out new vegas

Eindelijk eenmaal fall out new vegas uitgespeeld in level 24, NCR en legion verslagen, Yes man heeft gewonnen, new vegas onafhankelijk, beetje een anti-climax, veronica leeft nog.

maandag 23 augustus 2010

Ferg’s “Playge Rat” 12″ Figure (Onsale Info)

Ferg’s “Playge Rat” 12″ Figure (Onsale Info): "
Man, Ferg getting into the 12″ figure game is really going to hurt my wallet, this thing rules. The first version of his “Playge Rat” is 12″ tall, includes a ton of accessories, has a push-button action-tongue, was made in an edition of 150, and will be $140 shipped worldwide. It goes up today (Monday, August 23rd) at 12pm Central Time. Visit Playge.net.











"

woensdag 9 september 2009

JFK Re-Reloaded | MetaFilter

JFK Re-Reloaded | MetaFilter
Great game (abandonware), try to kill JFK in Lee Harvey Oswald's way, try the impossible.

zaterdag 14 juli 2007

Wii

Ik heb me een Wii gekocht, leuk goedje
Op het eerste gezicht is Wii sport best grappig om te spelen maar het houd je ook nog eens fit. Het spel Call of Duty 3 die ik ook erop speel heeft als vreemde trek dat je handgranaten met een button aan het gooien krijgt terwijl een gooi beweging met de Wii controllers toch meer voor de hand ligt, nietwaar? Maar gelukkig kan men in opties dit regelen.
Ben aan het kijken hoe ik het aangesloten krijg op internet, want met een experiabox schijnt dat nogal lastig te zijn.

maandag 11 december 2006

DEFCON - Introversion software

DEFCON - Introversion software play DEMOgame with MP. (here is a review of this war game).
Greetings, Dr. Falken.
Do you want to play a game?
>

zaterdag 3 juni 2006

half life 2: episode one

Gisteren in een dag half-life 2: episode one uitgespeeld.
Weinig vernieuwends behalve dan dat er steeds help geroepen wordt in the game.
Alyx loopt geregeld in de weg of is van weinig hulp op haar opmerkingen na in het begin van de game.
Barney is ook weer aanwezig na na 80% speeltijd.
Soms blijft de game hangen, dit is me wel 4 of 5 maal gebeurt.
Maar alyx heeft alles met me overleeft.
Het einde is weer groots. De graphics zijn als vanouds. Het spel duurt te kort en mijn cijfer is een 8-
Vergeet niet om na het spelen van de 5 chpaters de coming soon chapter aan te horen
of

woensdag 23 november 2005

maandag 7 november 2005

game

Zaterdag battlefield 2 en half-life gekocht.
De hele dag bijna battlefield 2 en half-life 2 gespeeld.
Battlefield maar gemod vanwege de grotere maps en realistischere weergeven.
efin. Half-life is inderdaad een ervaring apart. De muziek en realistische weergaves.
Die vrouw die constant op zeer rustige toon omroept terwijl je beschoten wordt heeft een zeer vervreemdend effect.
Jammer van al dat gepuzzel, daar ben ik niet zo goed in. Maar ben toch al bij level route canal 2.
Vanavond almost famous (met lekkere led zeppelin muziek) op TV die ga ik zeker opnemen.

donderdag 11 augustus 2005

New Scientist Breaking News - Remote-controlled humans enhance immersive games

New Scientist Breaking News - Remote-controlled humans enhance immersive games: "By remotely stimulating a person's vestibular system - the fluid-filled tubes in the inner ear that guide their sense of balance - with electrodes placed on the skin just below the ear, researchers at NTT's research laboratories in Kanagawa have found a way to turn humans into oversized radio controlled vehicles.
The technique, known as galvanic vestibular stimulation (GVS), unbalances a person so that they automatically veer left or right in an attempt to rebalance themselves. The NTT team developed a headset and a control unit similar to that used with remote-controlled toy cars."