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Feel The Difference Group

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Christian Hall
Christian Hall

Battlefield 2 Complete Collection _HOT_ Full Game Fre...


The commander alone has access to the "commander screen", an interface similar to that of a real-time strategy game. This allows the commander an overview of the battlefield as a whole, or zoom in and view parts of the map in real-time. The commander also has control of the various commander assets, which include artillery strikes, vehicle and supply drops, and UAV's. They can deploy them to assist their team. The commander can communicate with squads either by sending orders, or via VoIP voice communication. These tools allow the commander to strategically coordinate their forces on the battlefield.




Battlefield 2 Complete Collection Full Game Fre...



Battlefield 2 maps have 3 variations, each suited for a certain number of players. Each map has 16, 32, and 64 player-suggested variations in which the area of battlefield or playing field is relatively small, medium, and large, respectively. The only exceptions to this are Wake Island 2007, which is locked at 64-player size and the Euro Force maps, Operation Smokescreen, Great Wall, and Taraba Quarry, which have no 64-player size. 32 and 64 player maps are unavailable to offline players from retailers, but an option is given to download 64 Single player AI bot mods. Other contrasts between these variations other than the size are the number and position of control points and availability of vehicles. As a result, the gameplay of the map is different depending on the variation.[17][18]


So! Squad is a tactical FPS all about combined arms -- fellas plus vehicles -- romping around in modes ranging from capturing control points to destroying targets. Oh, and squad leaders can build little bases too. While the plan is for the full game to be 50v50, I believe it's limited to 80 players right now. 80 still seems a big number. Here's a peek at an alpha build from earlier this year:


Every Tuesday, Sony drops a bunch of new stuff onto the PlayStation Network. Those with a PlayStataion 3, Vita or PSP can download these goodies, which include PSN games, movies, themes and more. While the Official PlayStation Blog outlines these updates in full each week, we thought we'd help truncate the good news into something more digestible.


This paper addresses the challenging class of problems of continuous games with asymmetric-incomplete information. The approach is based upon extending the fictitious play algorithm, which has been successfully applied to simpler classes of games. Traditional fictitious play is based upon updating each player's mixed strategy in each iteration by mixing in that player's current best response. The issue, when applying the idea to continuous games, is that it can be difficult to represent a mixed strategy over a continuum of pure strategies. In theory, the mixed strategy is a probability distribution function whose domain is the compact set of pure strategies. The algorithm is demonstrated on the continuous Blotto game where one player knows the ordering of the battlefields, while the other does not. For the example shown, the algorithm converges to an epsilon-equilibrium with relatively small epsilon.


Major Comments:1) The notion of "outcome" and "battlefield ordering" should be unified and better explained. It is clear that one player knows the ordering and one does not, but it is totally unclear as to how this affects the game. Throughout most of the paper, it appears as if the value of winning each battlefield is static (i.e., independent of battlefield order). Therefore, how does Player 2's knowledge of the battlefield order help him? In one place (between lines 290-291) it appears that the battlefield value depends on the outcome, which seems much more sensical. Player 2, knowing the exact value of each battlefield can make better resource allocation decisions compared to Player 1 who must consider all possible outcomes with their respective probability.2) Overall it is somewhat unclear as to what can be stated about the algorithm. For example, the authors state that existence of a Nash equilibrium for this problem is not guaranteed. What might happen if the algorithm was applied to a problem without a Nash equilibrium? If we could guarantee existence for a particular problem, then it would be nice to have a result which says that convergence is guaranteed. The discussion about the complexity of computing best responses is nice, but the analysis of the algorithm as a whole is somewhat lacking.


Real-life continues to interfere with my Call of Duty online gaming plans. Due to a work deadline I'll have to shift this week's Gamesblog session to tomorrow and start it at the earlier time of 7.30pm. I'm desperate to give the Xbox360 version of Call of Duty 2 a go so hopefully several of you can come along and play. If you've previously expressed an interest I probably have your gamertag here, but if you could just send me a friend request at, say, 7.15pm that'll make things easier. I'm Keefer71.


No online gaming session this week due to the bank holiday, but next monday 8pm I'll be holding another PC Battlefield 2 session. More details later, but stick this in your diary and make sure you keep at least an hour and a half free for combat action. Everyone is welcome, from complete newcomers to seasoned veterans. If you want to practise on our Gamesblog server (kindly provided by EA), search for 'multiplay guardian' - the one server that pops up is ours. The password is goater. Any problems, email me on gamesblog@gmail.com and put Battlefield in the subject header.


Thanks to all of you who turned up for last night's Gamesblog Battlefield session. We had a full server for most of the evening and although things were a little chaotic to begin with, it was great fun. China clearly had the upper hand with some highly experienced players pinning us Americans back a lot of the time. On one map, US forces spent the entire game stuck on a battleship, unable to get ashore without being machine-gunned by helicopters. This was pretty frustrating and ran very close to 'baseraping' - the horrendous phrase for beseiging an opponent's HQ and taking out anyone who spawns. But if we'd had a decent pilot of our own we might have made some progress... 041b061a72


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