Research: A FPS which recognizes your actions to adapt itself
You buy a new game and the first step you meet with your game play is the “difficulty” setting. You pick the best estimated difficulty and start playing, to only realize later that this setting is either too easy or too tough. Ever felt, “I wish there was a setting between easy and medium”? Can walkthroughs be made obsolete?

Few games (Splinter Cell: Pandora Tomorrow, Lego Star Wars II) have tried to handle situations like above by making the game harder according to the gamers success, however they do not respond to specific advanced skill sets possesed by the player or the lack of.
Most non player characters (NPCs) are built with a very limited set of capabilities and navigation. A different or unconventional approach used by a gamer often leaves NPCs lost. For example, in several FPS, advanced gamers would seek a good & safe vantage point which attracts a good number of opponents (NPCs) to take them down off-guard (spawn camping, sniping etc). Gamers engage in this as they see a lot of opponents in the vicinity, they have got a good vantage point and they are sure that the AI of the game would keep sending almost all of the NPCs in the vicinity (in most cases through the same path). How interesting would the game be, if the AI was able to detect that the gamer now has a vantage point, lure him into a different/difficult location rather than sending more NPCs. Considering a novice gamer who lands up with no ammunition very quickly, if the AI could see that the gamer was wasting way too much ammunition, control the power of the autonomous weapons to limit the ammunition wastage when there is no NPC in clear view and thus lessen the frustration the gamer would experience.
In a developing Gulf country filled with moderate and conservative Muslims, piracy is just a very normal affair. Pirated CDs and DVDs could be easily obtained, though not on public display after recent pressure from US through WTO etc. The cultural differences between this country and USA are well documented and are several folds. This raised the question to the researchers, if this cultural change will give a different way to approach the fight against digital piracy.
With law suits against BitTorrent users being very unpopular and legal action against every tracker being impossible, RIAA and record labels have long been using anti-p2p companies such as Media Defender, Safenet and Macrovision to engage in online attacks on various components of the BitTorrent ecosystem.
Gaming technology has been heavily focused on “entertainment games”, while the other type of games – “serious games”, are heavily ignored mainly due to the less monetary profit got from them. Educational serious games, whose purpose is to be educative, have been characterized with realistic activities, such as performing experiments in a laboratory or the like. However the games as such do not offer anything interesting (other than education) as compared to the entertainment games, especially first person shooters. First person shooters are very popular among students and are usually very task/mission oriented. Teachers and researchers have been hoping to tap into this interest among students towards the first person shooters, to use them for educative purposes.
As the internet reach broadens, more and more people have started to use online auctioning (EBay). Along with this growth, fraud also keeps growing. 2007 alone saw about $14.37M in auction fraud. Misrepresentation of items, fake bids by the seller to drive up the price, adding hidden charges (shipping & handling, insurance), non-delivery of items and offering black market goods are just some of the well known online auction frauds.
Everyday so many users join Social Networking Sites (SNSs) such as Facebook, Twitter, Orkut, MySpace etc, to keep up with friends, organize events with friends, make new friends, or flirt. One of the main features of SNSs is the”profile” where users post information about themselves. The profile can include real name, e-mail, physical address, phone number, academic classification, major, hometown, birthdates, sexual orientation, relationship status, interests, job history, favorite music/movies/books, etc. This revelation of personal information provides credibility to the profile and also helps match with other profiles. Users post personal information for a variety of reasons – 89% use it to keep up with friends, 57% use it make plans with friends, and 49% use it to make new friends. How much and what kind of information is revealed depend on users’ privacy concern and the trust on the SNS and its members.


