Mechanics Automatically Recognized via Interactive Observation: Jumping
Artificial Intelligence
2017-07-14 v1
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.
Keywords
Cite
@article{arxiv.1707.03865,
title = {Mechanics Automatically Recognized via Interactive Observation: Jumping},
author = {Adam Summerville and Joseph C. Osborn and Christoffer Holmgård and Daniel W. Zhang},
journal= {arXiv preprint arXiv:1707.03865},
year = {2017}
}
Comments
10 pages, 12 figures. Accepted at Foundations of Digital Games 2017