Chuen-Tsai Sun

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It is shown that, under some minor restrictions, the functional behavior of radial basis function networks (RBFNs) and that of fuzzy inference systems are actually equivalent. This functional equivalence makes it possible to apply what has been discovered (learning rule, representational power, etc.) for one of the models to the other, and vice versa. It is(More)
This study explores the social process governing the nature, emergence, application, and consequences of labeling the ‘white-eyed’ or grief players in massively multiplayer online role playing games in Taiwan. We found that two types of ‘white-eyed’ players exist in MMORPGs. The explicit type, who come out and organize themselves into griefer pledges, can(More)
Cash trades for virtual items in game worlds are now a recognized part of the “free game” business model, but perhaps at the expense of players’ senses of immersion, fairness, and fun. We review several perspectives related to Huizinga’s [8] “magic circle” concept in order to establish an analytical framework, then discuss player opinions in support of or(More)
Developing computer-controlled groups to engage in combat, control the use of limited resources, and create units and buildings in real-time strategy (RTS) games is a novel application in game AI. However, tightly controlled online commercial game pose challenges to researchers interested in observing player activities, constructing player strategy models,(More)
In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's(More)
As part of Watts and Strogatz's small-world model of complex networks, local information mechanisms such as landscape properties are used to approximate real-world conditions in social simulations. The authors investigated the influence of local information on social simulations based on the small-world network model, using a cellular automata variation(More)
Technocrats from many developed countries, especially Japan and South Korea, are preparing for the human–robot co-existence society that they believe will emerge by 2030. Regulators are assuming that within the next two decades, robots will be capable of adapting to complex, unstructured environments and interacting with humans to assist with the(More)
The authors give an overview of how various video game reward systems provide positive experiences to players, and propose classifications for rewards and reward characteristics for further analysis. We also discuss what reward systems encourage players to do, and describe how they provide fun even before players receive their rewards. Next, we describe how(More)