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dc.contributor.advisorSrinivasan, Vinod
dc.creatorBertka, Benjamin Theodore
dc.date.accessioned2012-02-14T22:18:22Z
dc.date.accessioned2012-02-16T16:20:24Z
dc.date.available2012-02-14T22:18:22Z
dc.date.available2012-02-16T16:20:24Z
dc.date.created2010-12
dc.date.issued2012-02-14
dc.date.submittedDecember 2010
dc.identifier.urihttps://hdl.handle.net/1969.1/ETD-TAMU-2010-12-8736
dc.description.abstractRecent advances in the field of educational technology have promoted the re-purposing of entertainment-oriented games and software for educational applications. This thesis extends a project developed at Texas A&M University called Room 309, a re-purposed modification of Valve Software’s Source Development Kit that models classroom scenarios to pre-service teachers. To further explore effectiveness in the area of re-playability, this work incorporates emergent game behaviors and environments using cellular automata, randomness, and influence maps within the existing nonemergent structure. By introducing these qualities game play is expected to become less predictable, thus increasing the effectiveness of Room 309 as a learning tool.en
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.subjectGamingen
dc.subjectGame Engineen
dc.subjectModen
dc.subjectModdingen
dc.subjectCellular Automataen
dc.subjectInfluence Mapsen
dc.subjectArtificial Intelligenceen
dc.titleModding for Emergence: Using Cellular Automata, Randomness, and Influence Maps in the Source Game Engineen
dc.typeThesisen
thesis.degree.departmentVisualizationen
thesis.degree.disciplineVisualization Sciencesen
thesis.degree.grantorTexas A&M Universityen
thesis.degree.nameMaster of Scienceen
thesis.degree.levelMastersen
dc.contributor.committeeMemberGalanter, Phillip
dc.contributor.committeeMemberSmith, Dennie
dc.type.genrethesisen
dc.type.materialtexten


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