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Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper therefore discusses the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior. Six categories of game space are covered: Joy of movement, exploration, tactical, social, performative, and creative spaces. Joy of movement is examined in detail, with a briefer explanation of the other categories.
This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player’s actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. – Thus, there is no magic circle.
Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds).
This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.
In a common description, to play a game is to step inside a concrete or metaphorical magic circle where special rules apply. In video game studies, this description has received an inordinate amount of criticism which the paper argues has two primary sources: 1. a misreading of the basic concept of the magic circle and 2. a somewhat rushed application of traditional theoretical concerns onto games. The paper argues that games studies must move beyond conventional criticisms of binary distinctions and rather look at the details of how games are played. Finally, the paper proposes an alternative metaphor for game-playing, the puzzle piece.
Jesper Juul has convincingly argued that the conflict over the proper object of study has shifted from “rules or story” to “player or game.” But a key component of digital games is still missing from either of these oppositions: that of the computer itself. This paper offers a way of thinking about the phenomenology of the videogame from the perspective of the computer rather than the game or the player.
One of the informal properties often used to describe a new virtual world is its degree of openness. Yet what is an “open” virtual world? Does the phrase mean generally the same thing to different people? What distinguishes an open world from a less open world? Why does openness matter anyway? The answers to these questions cast light on an important, but shadowy, and uneasy, topic for virtual worlds: the relationship between those who construct the virtual, and those who use these constructions.
In this paper, we present a finite-state approach to constituency and therewith an analysis of coordination phenomena involving so-called non-constituents. We show that non-constituents can be seen as parts of fully-fledged constituents and therefore be coordinated in the same way. We have implemented an algorithm based on finite state automata that generates an LFG grammar assigning valid analyses to non-constituent coordination structures in the German language.
Generalized Two-Level Grammar (GTWOL) provides a new method for compilation of parallel replacement rules into transducers. The current paper identifies the role of generalized lenient composition (GLC) in this method. Thanks to the GLC operation, the compilation method becomes bipartite and easily extendible to capture various application modes. In the light of three notions of obligatoriness, a modification to the compilation method is proposed. We argue that the bipartite design makes implementation of parallel obligatoriness, directionality, length and rank based application modes extremely easy, which is the main result of the paper.
Morphological analyses based on word syntax approaches can encounter difficulties with long distance dependencies. The reason is that in some cases an affix has to have access to the inner structure of the form with which it combines. One solution is the percolation of features from ther inner morphemes to the outer morphemes with some process of feature unification. However, the obstacle of percolation constraints or stipulated features has lead some linguists to argue in favour of other frameworks such as, e.g., realizational morphology or parallel approaches like optimality theory. This paper proposes a linguistic analysis of two long distance dependencies in the morphology of Russian verbs, namely secondary imperfectivization and deverbal nominalization.We show how these processes can be reanalysed as local dependencies. Although finitestate frameworks are not bound by such linguistically motivated considerations, we present an implementation of our analysis as proposed in [1] that does not complicate the grammar or enlarge the network unproportionally.
The emergence of information extraction (IE) oriented pattern engines has been observed during the last decade. Most of them exploit heavily finite-state devices. This paper introduces ExPRESS – a new extraction pattern engine, whose rules are regular expressions over flat feature structures. The underlying pattern language is a blend of two previously introduced IE oriented pattern formalisms, namely, JAPE, used in the widely known GATE system, and the unificationbased XTDL formalism used in SProUT. A brief and technical overview of ExPRESS, its pattern language and the pool of its native linguistic components is given. Furthermore, the implementation of the grammar interpreter is addressed too.
In this work an extension of CSSR algorithm using Maximum Entropy Models is introduced. Preliminary experiments to perform Named Entity Recognition with this new system are presented.
In the last years, statistical machine translation has already demonstrated its usefulness within a wide variety of translation applications. In this line, phrase-based alignment models have become the reference to follow in order to build competitive systems. Finite state models are always an interesting framework because there are well-known efficient algorithms for their representation and manipulation. This document is a contribution to the evolution of finite state models towards a phrase-based approach. The inference of stochastic transducers that are based on bilingual phrases is carefully analysed from a finite state point of view. Indeed, the algorithmic phenomena that have to be taken into account in order to deal with such phrase-based finite state models when in decoding time are also in-depth detailed.
Temporal propositions are mapped to sets of strings that witness (in a precise sense) the propositions over discrete linear Kripke frames. The strings are collected into regular languages to ensure the decidability of entailments given by inclusions between languages. (Various notions of bounded entailment are shown to be expressible as language inclusions.) The languages unwind computations implicit in the logical (and temporal) connectives via a system of finite-state constraints adapted from finite-state morphology. Applications to Hybrid Logic and non-monotonic inertial reasoning are briefly considered.
This paper presents a system for the detection and correction of syntactic errors. It combines a robust morphosyntactic analyser and two groups of finite-state transducers specified using the Xerox Finite State Tool (xfst). One of the groups is used for the description of syntactic error patterns while the second one is used for the correction of the detected errors. The system has been tested on a corpus of real texts, containing both correct and incorrect sentences, with good results.
This paper describes the key aspects of the system SynCoP (Syntactic Constraint Parser) developed at the Berlin-Brandenburgische Akademie der Wissenschaften. The parser allows to combine syntactic tagging and chunking by means of constraint grammar using weighted finite state transducers (WFST). Chunks are interpreted as local dependency structures within syntactic tagging. The linguistic theories are formulated by criteria which are formalized by a semiring; these criteria allow structural preferences and gradual grammaticality. The parser is essentially a cascade of WFSTs. To find the most likely syntactic readings a best-path search is used.
We present an algorithm that computes a function that assigns consecutive integers to trees recognized by a deterministic, acyclic, finite-state, bottom-up tree automaton. Such function is called minimal perfect hashing. It can be used to identify trees recognized by the automaton. Its value may be seen as an index in some other data structures. We also present an algorithm for inverted hashing.
We introduce and discuss a number of issues that arise in the process of building a finite-state morphological analyzer for Urdu, in particular issues with potential ambiguity and non-concatenative morphology. Our approach allows for an underlyingly similar treatment of both Urdu and Hindi via a cascade of finite-state transducers that transliterates the very different scripts into a common ASCII transcription system. As this transliteration system is based on the XFST tools that the Urdu/Hindi common morphological analyzer is also implemented in, no compatibility problems arise.
Finite state methods for natural language processing often require the construction and the intersection of several automata. In this paper, we investigate the question of determining the best order in which these intersections should be performed. We take as an example lexical disambiguation in polarity grammars. We show that there is no efficient way to minimize the state complexity of these intersections.