Dynamic game difficulty balancing

Results: 26



#Item
1Gaming / Software / Video game design / Windows games / Game design / Linux games / First-person shooters / Procedural generation / Dynamic game difficulty balancing / 3D modeling / Level / Game

Paper Title (use style: paper title)

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
2Gaming / Game design / Multiplayer games / Tabletop games / Learning / Dynamic game difficulty balancing / Reinforcement learning / Artificial intelligence / Scrabble / Analytic / Monopoly / Gameplay

Analytics-Driven Dynamic Game Adaption for Player Retention in Scrabble Brent Harrison David L. Roberts

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
3Video game development / Game design / Video game genres / Windows games / Artificial intelligence / Computational neuroscience / Video game / Dynamic game difficulty balancing / Massively multiplayer online game / Gameplay / Alternate reality game / Procedural generation

AI for Game Production Mark Owen Riedl Alexander Zook School of Interactive Computing

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
4Artificial intelligence / Software / Gaming / Multi-agent systems / Fiction / Game design / Dynamic game difficulty balancing / Software agent / Agent / Star Trek Online / Simulation

Keeping the Trainee on Track Joost Westra, Frank Dignum, Virginia Dignum Abstract— Serious games and other training applications have the requirement that they should be suitable for trainees with different skill level

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
5Artificial intelligence / Software / Humancomputer interaction / Belief revision / Reinforcement learning / Markov decision process / Dynamic game difficulty balancing / Speech recognition

Game-based Data Capture for Player Metrics Aline Normoyle and John Drake Maxim Likhachev Alla Safonova

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Source URL: www.alinenormoyle.com

Language: English - Date: 2012-09-03 19:37:16
6Game design / Leisure / Gaming / Learning / Education / Dynamic game difficulty balancing / Georgios N. Yannakakis / Playware / Gameplay / Adaptive learning / Play / Video game

Real-time Adaptation of Augmented-Reality Games for Optimizing Player Satisfaction Georgios N. Yannakakis, Member, IEEE, and John Hallam Abstract— A first endeavor for optimizing player satisfaction in augmented-realit

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:32
7Game design / Academia / Leisure / Cognition / Formal sciences / Artificial intelligence / Video game development / Dynamic game difficulty balancing / Reinforcement learning / Learning / Neats and scruffies / Real-time strategy

Real-time challenge balance in an RTS game using rtNEAT Jacob Kaae Olesen, Georgios N. Yannakakis, Member, IEEE, and John Hallam that NEAT is capable of matching the challenge of the AI agent to the skill of a hard-coded

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:34
8Software / Gaming / Digital media / Tomb Raider series / Windows games / Video game development / Game design / Action-adventure games / Prediction / Dynamic game difficulty balancing / Machine learning / Tomb Raider

Predicting Player Behavior in Tomb Raider: Underworld Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa and Georgios N. Yannakakis Abstract—This paper presents the results of an explorative study on

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
9Computational neuroscience / Cybernetics / Video game development / Artificial intelligence / Windows games / Dynamic game difficulty balancing / Action selection / Artificial neural network / Machine learning / Spring Engine

Rapid Adaptation of Video Game AI Sander Bakkes, Pieter Spronck, and Jaap van den Herik A. Entertainment and Game AI Abstract— Current approaches to adaptive game AI require either a high quality of utilised domain kno

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:40
10Game design / Humancomputer interaction / Artificial intelligence / Gaming / Computational neuroscience / Software / Dynamic game difficulty balancing / Design / Software agent / Time management / Simulation / Adaptation

On-line Adapting Games using Agent Organizations Joost Westra, Hado van Hasselt, Virginia Dignum, Frank Dignum Abstract— Almost all computer games that are currently created use fixed scenarios or simple fixed rules to

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:39
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