Showing 21 - 32 results of 32 for search '"Super Mario"', query time: 0.21s Refine Results
  1. 21

    Unsimulability, Universality, and Undecidability in the Gizmo Framework by Ani, Joshua

    Published 2023
    “…We give a proof that generalized New Super Mario Bros. is undecidable using one of the undecidable gizmos.…”
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    Thesis
  2. 22

    The Imaginative Embrayage Through Gaming Deconstructions by Enrico Gandolfi, Roberto Semprebene

    Published 2016-09-01
    “…In order to shed light on the topic, in this article a multidisciplinary framework is applied to deepen three video games that let the player have an active part in shaping the game world and its features - i.e., Minecraft, Terraria, and Super Mario Maker. Suggestions from Semiotics, Cultural Studies and Game Studies lead the analysis with a peculiar emphasis on the concepts of “sign”, “circuit of culture”, and “metaphor”. …”
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    Article
  3. 23

    Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES) by Joseph eHilgard, Christopher R Engelhardt, Bruce D Bartholow

    Published 2013-09-01
    “…These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). …”
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    Article
  4. 24

    James Anthony Fox by James Anthony Fox

    Published 2016-01-01
    “…By comparing two of Nintendo’s Super Mario titles, which appeared on both 8-bit and 16-bit systems, through an analysis of the technology, audio, visual (audiovisual), music, and gameplay elements, it is shown that the musical composition was affected by the limitations of processing power. …”
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    Article
  5. 25

    Losers Don’t Play Videogames. . . Heroes Do: The Remediation of Videogames in 1980s Science Fiction Films by Dawn Stobbart

    Published 2015-07-01
    “…A decade before the first adaptation of a videogame to film (Super Mario Brothers, 1993), computer and arcade videogames were incorporated as subject matter in mainstream Hollywood films such as War Games (1983), The Terminator (1984), and The Last Starfighter (1984), presenting the new medium through a science fictional lens. …”
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    Article
  6. 26

    Sparse Reward Exploration Method Based on Trajectory Perception by ZHANG Qiyang, CHEN Xiliang, ZHANG Qiao

    Published 2023-01-01
    “…When dealing with sparse reward problems,existing deep RL algorithms often lead to hard exploration,they often only rely on the pre-designed environment reward,so it is difficult to achieve good results.In this situation,it is necessary to design rewards more carefully,make more accurate judgments and feedback on the exploration status of agents.The asynchronous advantage actor-critic(A3C) algorithm improves the training efficiency through parallel training,and improves the training speed of the original algorithm.However,for the environment with sparse rewards,it cannot well solve the problem of difficult exploration.To solve the problem of poor exploration effect of A3C algorithm in sparse reward environment,A3C based on exploration trajectory perception(ETP-A3C) is proposed.The algorithm can perceive the exploration trajectory of the agent when it is difficult to explore in training,further judge and decide the exploration direction of the agent,and help the agent get out of the exploration dilemma as soon as possible.In order to verify the effectiveness of ETP-A3C algorithm,a comparative experiment is carried out with baseline algorithm in five different environments of Super Mario Brothers.The results show that this method has significantly improved the learning speed and model stability.…”
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    Article
  7. 27

    Poiesis e imaginação na experiência estética: o momento da graça no jogo de computador by Dominic Arsenault, Maude Bonenfant

    Published 2019-09-01
    “…No entanto, para as necessidades da nossa demonstração, vamos nos concentrar em um estudo da dimensão estética da experiência do jogador de games para mostrar como ele se desdobra, independente da diversidade dos jogos jogados, sejam eles Super Mario Bros. (Nintendo), Mount and Musket: Battalion (independente) ou Trauma (Krystian Majewski).…”
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    Article
  8. 28

    Optimizing exploration parameter in dueling deep Q-networks for complex gaming environment by Khan, Muhammad Shehryar

    Published 2019
    “…The performance of both solutions is evaluated in the environment of Super Mario Bros based on Mean Score and Estimation Loss. …”
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    Thesis
  9. 29

    Editorial by Vanda de Sousa

    Published 2019-04-01
    “…Na seção Semiótica e Tecnologia, Mário Sérgio Teodora da Silva Júnior apresenta o estudo de caso “Apontamentos sobre a narratividade e a conceptualização do ato de jogar no jogo Super Mario”, identificando as marcações no enunciado do videogame Super Mario World. …”
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    Article
  10. 30

    Walking through doors is hard, even without staircases: Proving PSPACE-hardness via planar assemblies of door gadgets by Ani, Joshua, Bosboom, Jeffrey William, Demaine, Erik D, Diomidov, Y, Hendrickson, Dylan H., Lynch, Jayson

    Published 2020
    “…We prove that it is PSPACE-complete to decide whether an agent can move from one location to another through a planar assembly of such door gadgets, removing the traditional need for crossover gadgets and thereby simplifying past PSPACE-hardness proofs of Lemmings and Nintendo games Super Mario Bros., Legend of Zelda, and Donkey Kong Country. …”
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    Article
  11. 31

    L’emulació és la forma d’adulació més sincera: Videojocs retro, distribució de ROM i drets d’autor by Benjamin Farrand

    Published 2012-11-01
    “…Amb la creació d'emuladors, i la còpia d'imatges ROM (dades que permeten jugar a videojocs emulats, com Super Mario Bros. a  la Super Nintendo), es poden distribuir jocs amb valor nostàlgic i s'hi pot jugar i tornar a jugar fàcilment. …”
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    Article
  12. 32

    La emulación es la forma de adulación más sincera: Videojuegos retro, distribución de ROM y derechos de autor by Benjamin Farrand

    Published 2012-11-01
    “…Mediante la creación de emuladores, y la copia de imágenes ROM (datos que permiten jugar a videojuegos emulados, como Super Mario Bros, en la Super Nintendo), se pueden distribuir juegos con valor nostálgico y se puede jugar y volver a jugar con ellos fácilmente. …”
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    Article