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11.12.2017

Markkit: Highlighting Text in Pages Made Simple


online. To use it you do not have to download or install anything, simply drag and drop the yellow pen book

Markkit: Highlighting Text in Pages Made Simple


名探偵ポワロ 第4弾(字幕版) | 動画 | Amazonビデオ


ws . It’s called the growth function because it’s value for a single hypothesis space HHmathcal{H} (aka the size of the restricted subspace H|SH|Smathcal{H_{|S}}) grows as the size of the dataset gro . maximum number of . distinct labellings i . mmm samples . S∪S′S∪S′S cup S’ . restricted . hypothesis space . empirical risk . d, it states t . thesis space t

Machine Learning Theory - Part 2: Generalization Bounds


markkit.net - the web highlighter

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markkit.net - the web highlighter

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markkit.net - the web highlighter


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markkit.net - the web highlighter


Markkit: Highlighting Text in Pages Made Simple


Game space never exists in abstract, but always experientially. . Game designers don’t simply tell stories; they design worlds and sculpt spaces. It is no accident, for example, that game design documents have historically been more interested in issues of level design than on plotting or character motivation . which seek to balance the competing demands of narrative and spectacle . First, the discussion operates with too narrow a model of narrative, one preoccupied with the rules and conventions of classical linear storytelling at the expense of consideration of other kinds of narratives, not only the modernist and postmodernist exp . If some games tell stories, they are unlikely to tell them in the same ways that other media tell stories. . The experience of playing games can never be simply reduced to the experience of a story.

Game Design as Narrative Architecture | Electronic Book Review


Game Design as Narrative Architecture | Electronic Book Review


Yet that's where gaming's strength lies, not as storyteller but as story generator.

10.12.2017

Your interaction with that world is what defines it. . I know my role is to keep Joel and Ellie alive in between cut-scenes so that the game can continue, not to prod at them and feel them push back . the best stories in video games are the ones that can only be told in video games, handing over narrative control to the audience. . Systems that allow the audience to prod the world and feel it push back. . No, what games are good at is suggesting stories . What makes games unique is not storytelling. Games are, by and large, not the best medium to tell a story. The demands of the medium mean you either need to constantly break up the narrative for long passages of loosely related player action, or you reduc

Systems vs. stories • Eurogamer.net


Essentially, it’s a story about the wonders of an emergent story, but it only achieves that universal meaning because of the author’s guiding voice. . Emergent stories only become meaningful when they’re given context by an author’s voice . An emergent story is just a sequence of events devoid of context and commentary that is only relevant to one person. . A story is more than a sequence of events. It’s also a commentary on those events. Through that commentary the story expresses its meaning, its themes, its morals. It becomes something greater than us . Emergent stories are not complete stories, they’re just outlines of a story. They’re living outlines that can be rearranged on the fly, but they’re still just outlines -- nothing more than a sequence of vaguely related events. . they’re missing the key component of any good story. They’re not about anything. . Emergent stories feel more engrossing than authored stories because they’re personal for the player, and that personal interactivity gives it the illusion of importance. . n games accept that unique strength, take pride in it, and stop borrow . whe
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