Difference between revisions of "Robotic Players"

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[[Category:Interface Patterns]]
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[[Category:Speculative Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
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[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''Physical robots created or appropriated to take part as players of a game.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Already the first computers where used to emulate players of games<ref name="bjork"/>. However, these were games that did not need interaction with the physical world or require complex social interaction either due to the nature of the game or by being possible to implement and mediate completely within the computer system. Although an uncommon phenomena currently, [[Robotic Players]] are the use of computer programs controlling physical robots to play games.
  
 
=== Examples ===
 
=== Examples ===
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[[RoboCup]], which is actually versions of [[Soccer]] players by robots, is the prime example of using [[Robotic Players]].
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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While the mechanical turk<ref name="mech_turk"/> was claimed to be a machine that could play [[Chess]], it was in fact a machine in which a human could hide and play the game pretending to be the machine.
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Robotic Players]] are created by giving [[AI Players]] control over robots, typically with the intent of letting those [[AI Players]] engage in [[Physical Enactment]] or [[Physical Navigation]].
  
=== Diegetic Aspects ===
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There are several patterns that put specific requirements on what [[Robotic Players]] need to be able to do. These include most clearly [[Player Physical Prowess]], [[Pervasive Gameplay]], [[Real Life Activities Affect Game State]], and [[Unmediated Social Interaction]] but any patterns related to social interaction between players are also relevant.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Robotic Players]] is an [[:Category:Interface Patterns|Interface Pattern]].
=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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As said above, [[Robotic Players]] can give [[AI Players]] the abilities to perform both [[Physical Enactment]] and [[Physical Navigation]].
  
 
== Relations ==
 
== Relations ==
[[AI Players]]
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=== Can Instantiate ===
[[Physical Enactment]]
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[[Physical Enactment]],
 
[[Physical Navigation]]
 
[[Physical Navigation]]
[[Player Physical Prowess]]
 
[[Real Life Activities Affect Game State]]
 
[[Real World Gameplay Spaces]]
 
[[Pervasive Gameplay]]
 
 
=== Can Instantiate ===
 
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==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[AI Players]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Player Physical Prowess]],
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[[Pervasive Gameplay]],
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[[Real Life Activities Affect Game State]],
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[[Unmediated Social Interaction]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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== References ==
 
== References ==
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<references>
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<ref name="bjork">Björk, S. (2013). On The Foundations of Digital Games. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.</ref>
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<ref name="mech_turk">Wikipedia [http://en.wikipedia.org/wiki/The_Turk entry] for ''The Turk'' or ''Mechanical Turk''.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Latest revision as of 10:07, 11 August 2015

Physical robots created or appropriated to take part as players of a game.

Already the first computers where used to emulate players of games[1]. However, these were games that did not need interaction with the physical world or require complex social interaction either due to the nature of the game or by being possible to implement and mediate completely within the computer system. Although an uncommon phenomena currently, Robotic Players are the use of computer programs controlling physical robots to play games.

Examples

RoboCup, which is actually versions of Soccer players by robots, is the prime example of using Robotic Players.

Anti-Examples

While the mechanical turk[2] was claimed to be a machine that could play Chess, it was in fact a machine in which a human could hide and play the game pretending to be the machine.

Using the pattern

Robotic Players are created by giving AI Players control over robots, typically with the intent of letting those AI Players engage in Physical Enactment or Physical Navigation.

There are several patterns that put specific requirements on what Robotic Players need to be able to do. These include most clearly Player Physical Prowess, Pervasive Gameplay, Real Life Activities Affect Game State, and Unmediated Social Interaction but any patterns related to social interaction between players are also relevant.

Interface Aspects

Robotic Players is an Interface Pattern.

Consequences

As said above, Robotic Players can give AI Players the abilities to perform both Physical Enactment and Physical Navigation.

Relations

Can Instantiate

Physical Enactment, Physical Navigation

Can Modulate

-

Can Be Instantiated By

AI Players

Can Be Modulated By

Player Physical Prowess, Pervasive Gameplay, Real Life Activities Affect Game State, Unmediated Social Interaction

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Björk, S. (2013). On The Foundations of Digital Games. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.
  2. Wikipedia entry for The Turk or Mechanical Turk.

Acknowledgements

-