Applying recent techniques for retro games: in the case of undo function
Pages 21 - es
Abstract
Emulation is one of the most important methods for providing lower compatibilities, and several game machines truly adopt emulations. A game emulator establishes executions of the games of its target machine. At the same time, when we append a new function on an emulator, we can apply the function for all games on the emulator. Actually, many game emulators adopt extra functions and we gain many benefits from these functions. These functions sometimes bridge the gaps between recent games and retro games. However, these functions leave rooms for improvements.We implemented and evaluated undo function as an example of the improvements. This function removed the problems of the traditional function, and achieved performance gains from the traditional. Except when we fully engaged in the traditional function, our function considerably reduced the penalties of the failures in games. In addition our function also homogenized the penalties without dedications. We can use our function easily and safely.
References
[1]
GNU General Public License. http://www.gnu.org/licenses/gpl.html.
[2]
Microsoft Corporation. http://www.xbox.com/.
[3]
Nintendo Co., Ltd. http://www.nintendo.com.
[4]
Norix and Rasaki. VirtuaNES official site. http://virtuanes.s1.xrea.com:8080/, 2001--2005.
Index Terms
- Applying recent techniques for retro games: in the case of undo function
Recommendations
Applying Inexpensive AI Techniques to Computer Games
The authors describe the application of two different AI techniques to the development of computer game characters. The systems described use simple and computationally inexpensive mechanisms to produce engaging behavior, and their performance ...
Comments
Information & Contributors
Information
Published In
June 2006
572 pages
ISBN:1595933808
DOI:10.1145/1178823
- General Chairs:
- Hiroshi Ishii,
- Newton Lee,
- Stephane Natkin,
- Katsuhide Tsushima
Copyright © 2006 ACM.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]
Sponsors
Publisher
Association for Computing Machinery
New York, NY, United States
Publication History
Published: 14 June 2006
Check for updates
Qualifiers
- Article
Conference
ACE2006
Sponsor:
ACE2006: International Conference in Advances in Computer Entertainment Technology
June 14 - 16, 2006
California, Hollywood, USA
Acceptance Rates
Overall Acceptance Rate 36 of 90 submissions, 40%
Contributors
Other Metrics
Bibliometrics & Citations
Bibliometrics
Article Metrics
- 0Total Citations
- 168Total Downloads
- Downloads (Last 12 months)7
- Downloads (Last 6 weeks)2
Reflects downloads up to 12 Nov 2024
Other Metrics
Citations
View Options
Get Access
Login options
Check if you have access through your login credentials or your institution to get full access on this article.
Sign in