Space Fortress

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Iron

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May 27, 2009, 3:08:29 PM5/27/09
to Dual N-Back, Brain Training & Intelligence
I was wondering if anyone had a new link for downloading Space
Fortress or if someone could upload it somewhere for me to download.
The old link has died and I'm really interested in trying out this
game. Paul, are you still planning on coding your own version of this
game?

Paul

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May 27, 2009, 4:06:02 PM5/27/09
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I'll check if I have the file later today. I'm currently working on
implementing quad n-back in BW so space fortress is not a priority.

Pontus Granström

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May 27, 2009, 5:36:31 PM5/27/09
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Hello can't you add "lure trials" as well?

Pheonoxia

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May 27, 2009, 7:02:19 PM5/27/09
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A lure trials implementation seems pointless for two reasons:
1. It's almost a non-issue for me. I either forget the color, sound,
or position all together, thinking it was something else, not one plus
or minus N. When it comes time to push A, F, and/or L, I already have
an idea in my head the status of the previous and next inputs.
2. Knowing how many I did or did not get wrong based off the previous
and next inputs will not help me improve.

Given that Paul is already busy as fuck, there's no need to burden him
further given the two aforementioned points.

Paul

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May 27, 2009, 7:02:17 PM5/27/09
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Sorry i missed the discussion. What is a lure trial and why is it better than using purely random trials?

Sam Tudman

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May 28, 2009, 12:14:56 AM5/28/09
to Dual N-Back, Brain Training & Intelligence
A 'lure trial' is also news to me, but from what I can gather it is
simply a repetition of stimulus to invoke brain laziness.

That is, eg for dual 4-back, colour

Red, Blue,Blue,Blue, and Blue. The user is lulled into thinking there
was heaps of blue going back, the answer's probably blue or was the
last blue at.

It's trying to produce a kind of exception forgetting by providing
sequence that the user habitually incorrectly 'chunks' because it's
easy to loose information in the 'compression'. Namely, the order of
the sequences.

Brain workshop already does this on occasion through it's randomness

But I could be wrong. I hadn't heard of it before today.


Oh, and Paul, Quad-N back...pumped!!!

On May 28, 8:02 am, Paul <plh...@gmail.com> wrote:
> Sorry i missed the discussion. What is a lure trial and why is it  
> better than using purely random trials?
>
> On 27-May-09, at 3:36 PM, Pontus Granström <lepon...@gmail.com> wrote:
>
> > Hello can't you add "lure trials" as well?
>
> > On Wed, May 27, 2009 at 10:06 PM, Paul <plh...@gmail.com> wrote:
>
> > I'll check if I have the file later today. I'm currently working on
> > implementing quad n-back in BW so space fortress is not a priority.
>

Pontus Granström

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May 28, 2009, 9:53:59 AM5/28/09
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A lure trial is for example A-B-A-A in a 3-back session, in short sequences that takes relative more attentional control than "regular" sequences. The reason I am requesting this is because lure trials correlates highly with RAPM (r=0.54) and activates a certain area in the the mind. I've posted an article on this.

Ryan

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May 28, 2009, 10:09:41 AM5/28/09
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I'd love the Space Fortress file as well. I'm interested in either
building a new version of the game, or a similar high-brain-load game
after seeing its core gameplay. It'll of course be free. (though I'm
developing in XNA, so it'll require Windows or XBox)

On May 27, 3:06 pm, Paul <plh...@gmail.com> wrote:
> I'll check if I have the file later today. I'm currently working on  
> implementing quad n-back in BW so space fortress is not a priority.
>

Paul

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May 29, 2009, 11:31:10 AM5/29/09
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I uploaded Revised Space Fortress to the BW web site:

Here's a "quick" instruction guide:

Installation:

0. create new folder, move rsf.zip into it, unzip all files
1. Go to the RSF directory
2. edit RSF\client\serverconf.txt and set "separate SimServer=no"
3. Open Start -> Control Panel -> Administrative Tools -> Data Sources (ODBC)
4. Add a user data source with driver 'Microsoft Access Driver (*.mdb)' and data source name 'sf' .
5. Select as the database the sf.mdb file located in RSF\Data\sf.mdb

To launch the game:

1. Launch the server using RSF\Data\runccm.bat
2. Start Experiment -> AMEC (This one consists of the full game, I haven't tried many of the others))
3. Start Experiment Condition -> AMEC111
4. Launch the client using RSF\client\runpvm.bat
5. Signup, choose a username & password (only necessary the first time)
6. go back to the Central Control Module window, select "Put test user in SFEC"
7. Select the experiment & experiment condition then look for your name in the list and move it over to the right side (this only needs to be done once per experimental condition)
8. Go back to the client Login screen and enter your name & password
9. Select "No" at the prompt "Login more users?"
10. Read the instructions, hit Space to continue
11. Play!

12. Read the file RSF\Documentation\Installation & User Guides\RSFSubjectInstructions.doc for a guide to playing the game

Controls are with joystick & mouse. Since I don't have a joystick I downloaded PPJoy and configured a virtual joystick, then ran PPJoyKey to translate key presses to joystick movements. I uploaded PPJoy to the BW server here:

I noticed that the game would slow down quite a bit if a network connection was available. Disabling all network connections in the Network Connections screen in Windows caused the game to run at its proper speed with no lag. 

good luck!

Paul

Iron

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May 29, 2009, 5:22:56 PM5/29/09
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Paul, thanks for uploading the files to your website. I've gotten
everything working so far up until the point where I need to sign up
and "put test user in SFEC". I can't seem to find my UserID in the
ones listed (i have the experiment set at AMEC and condition at
AMEC111). Any help would be appreciated. Thanks.

Sam Tudman

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May 29, 2009, 11:52:56 PM5/29/09
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Could you just change something in the config file like the pool of
letters or positions it draws from to simulate a lure trial

Going from a possible 6 letters/sounds to a possible 3 or 2 would
achieve this I think.

Wade

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Jun 1, 2009, 10:25:05 AM6/1/09
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What is Space Fortress? Is it brain-training related?

Gwern Branwen

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Aug 24, 2009, 6:40:13 AM8/24/09
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On Mon, Jun 1, 2009 at 10:25 AM, Wade<Sean.Wad...@gmail.com> wrote:
> What is Space Fortress? Is it brain-training related?

It's an old arcade-style video game in which you move around a 2D
plane (with acceleration-based controls like _Asteroids_, apparently);
in the center is your base. From the periphery myriads of attackers
come in blasting away at your base. The idea is to circle around and
destroy them before your base is. (I'm going on the description of it
I found in http://books.google.com/books?id=cDu85xT-5OUC - the hits
for software versions of Space Fortress all seem to be for only
tangentially related games.)

It's interesting because there's been a fair amount of research using
it, showing some benefits to attention etc. eg.
http://www.bcs.rochester.edu/people/Daphne/TCN_of_VGP.pdf
http://www.sharpbrains.com/blog/2007/02/08/brain-training-with-cognitive-simulations/
http://cat.inist.fr/?aModele=afficheN&cpsidt=17646815

Looks like a fun game anyway.

--
gwern

Pontus Granström

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Aug 25, 2009, 5:15:07 PM8/25/09
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Interesting articles! Think they discuss things that we have speculated about here.....

Gwern Branwen

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Oct 19, 2009, 7:09:27 PM10/19/09
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I thought I'd mention: I have become dangerously addicted to _Grid
Wars 2_ (a more-strategic take on _Geometry Wars_, itself an updated
_Robotron_), and it fits the description pretty well, if you swap out
one base for 3 or 4 black holes.

You fight off waves of sophisticated attackers trying to kill you or
be sucked into the black holes, and you need all the skills of a shmup
combined with a general strategic sense (since a black hole can be
overloaded with enemies, blowing up, costing you the black hole - a
valuable defense - all the points you could've gotten if you had
destroyed it yourself, *and* unleashes a massive swarm of
unusually-deadly enemies straight at you, you need to dash from hole
to hole shrinking them down and occasionally destroying them).

Indeed, from one perspective, it's a twitch shooter in which you farm
black holes, stressing both your reactions and intuition about the
flow of battle; for a good review, see
http://worldofstuart.excellentcontent.com/grid/wars.htm

--
gwern

Reece

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Oct 19, 2009, 11:15:33 PM10/19/09
to Dual N-Back, Brain Training & Intelligence
Thanks for sharing that Gwern.

I've been looking for something to improve my reaction time beyond the
boring reaction time tests. I thought I was doing pretty good until I
had the arrogance to put Grid Wars 2 on "Hard Mode" and... Clearly I
have a lot of improving to do :)

Gwern Branwen

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Oct 19, 2009, 11:40:49 PM10/19/09
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Yes, hard-mode is astonishingly difficult on both the tactical and
strategic levels. (And I say this as someone who recently beat _Ninja
Gaiden Black_, on hard.) I think I've maxed out at 300k. I only play
it because I don't like how long one must wait for the black holes to
show up on normal!

Part of the problem is that hard-mode likes to dish out 'cheap' deaths
- ones where an enemy or spawn-point is created *right* on you,
resulting in an instant death (I think the FPSers call this
tele-fragging). And then there are the mass spawns; I still haven't
figured out any reliable way to survive '50 high-speed homing circles
have instantly spawned all around you only 0.3 seconds away', besides
hope I can use a smart bomb in time.

Unfortunately, these cheap deaths reduce the value of Grid Wars as any
kind of training tool. If half your performance is due to simply the
Random Number God smiling on you... (And equally unfortunately, it
seems unlikely anyone will pick up the development of Grid Wars due to
the IP issues, so we can't look forward to this being fixed.)

--
gwern

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