Mechanics Automatically Recognized via Interactive Observation: Jumping
July 12, 2017 Β· Declared Dead Β· π International Conference on Foundations of Digital Games
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Authors
Adam Summerville, Joseph C. Osborn, Christoffer HolmgΓ₯rd, Daniel W. Zhang
arXiv ID
1707.03865
Category
cs.AI: Artificial Intelligence
Citations
16
Venue
International Conference on Foundations of Digital Games
Last Checked
4 months ago
Abstract
Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel. In this paper, we use a modified Nintendo Entertainment System (NES) emulator to semi-automatically run experiments on a large subset (30%) of NES platform games. We use these experiments to build models of jumps from different developers, series, and games across the history of the console. We then examine these models to gain insights into different forms of jumping and their associated feel.
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