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556
Towards Automatic Personalized Content Generation for Platform Games
"... In this paper, we show that personalized levels can be automatically generated for platform games. We build on previous work, where models were derived that predicted player experience based on features of level design and on playing styles. These models are constructed using preference learning, ba ..."
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Cited by 48 (22 self)
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In this paper, we show that personalized levels can be automatically generated for platform games. We build on previous work, where models were derived that predicted player experience based on features of level design and on playing styles. These models are constructed using preference learning
Dictator game giving: Rules of fairness versus acts of kindness
- International Journal of Game Theory
, 1998
"... In both dictator and impunity games, one player, the dictator, divides a fixed amount of money between himself and one other, the recipient. Recent lab studies of these games have produced seemingly inconsistent results, reporting substantially divergent amounts of dictator giving. Also, one promine ..."
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Cited by 116 (1 self)
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of the total money available for the entire experimental session, not on the basis of what is available per game. This explains the reported differences between impunity and dictator studies. When distributing a gift among several recipients, individual dictators show little tendency towards equal treatment
Real-time Game Adaptation for Optimizing Player Satisfaction
"... ... games on the ‘Playware’ physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment preferences for augmented-reality game players. An adapt ..."
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Cited by 41 (14 self)
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... games on the ‘Playware’ physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment preferences for augmented-reality game players
Model-Driven Game Development: 2D Platform Game
- Prototyping, Proc. GameOn 2008, 9th Int’l Conf. Intelligent Games and Simulation, EUROSIS
"... The increasing complexity of game development highlights the need of intellectual and industrial tools to enhance productivity in terms of quality, time and cost. In this paper we propose to apply Model-Driven Development (MDD) methodology to game development, rising the level of abstraction towards ..."
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Cited by 4 (0 self)
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towards game conceptual modelling. As an example, we present a game design prototype tool to prototype 2D platform games for PC, with automatic code generation from UML models. 1.
Behavioral theories and the neurophysiology of reward,
- Annu. Rev. Psychol.
, 2006
"... ■ Abstract The functions of rewards are based primarily on their effects on behavior and are less directly governed by the physics and chemistry of input events as in sensory systems. Therefore, the investigation of neural mechanisms underlying reward functions requires behavioral theories that can ..."
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Cited by 187 (0 self)
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of different food and liquid rewards Reward neurons should distinguish rewards from punishers. Different neurons in orbitofrontal cortex respond to rewarding and aversive liquids The omission of reward following a CS moves the contingency toward the diagonal line in Prediction Error Just as with behavioral
Adversarial constraint satisfaction by game-tree search
- In ECAI
, 2004
"... Abstract. Many decision problems can be modelled as adversarial constraint satisfaction, which allows us to integrate methods from AI game playing. In particular, by using the idea of opponents, we can model both collaborative problem solving, where intelligent participants with different agendas mu ..."
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Cited by 10 (2 self)
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Abstract. Many decision problems can be modelled as adversarial constraint satisfaction, which allows us to integrate methods from AI game playing. In particular, by using the idea of opponents, we can model both collaborative problem solving, where intelligent participants with different agendas
Towards Cloud Data Management for Online Games - A Prototype Platform [dissertation
, 2013
"... Over the last decades, Massively Multi-player Online Role Playing Games (MMORPGs) have become big business. Along with the development of MMORPG, the game’s content and entertainment is enriching. MMORPG has attracted a quite number of players. With the steeply increasing count of players, the data ..."
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Cited by 2 (2 self)
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volumes of a game that needs to be persisted will also increase starkly. Nowadays the most popular data store system in MMORPGs is Relational Database Management System (RDBMS). However the traditional RDBMS cannot completely meet the requirements for data storage. Many MMORPGs, in the case of large users
The Computer Games Journal
, 2013
"... Abstract The shift from physical to digital platforms has turned entertainment from a commodity into a service. The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO game ..."
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Abstract The shift from physical to digital platforms has turned entertainment from a commodity into a service. The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO
Age Differences in Associations with Digital Gaming
"... Seniors are an underrepresented group as digital gamers, but also as a focus of study in digital gaming research. We know relatively little about senior gamers, in particular about their needs and motivations to engage in digital gaming. The current explorative study used a free association techniqu ..."
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Seniors are an underrepresented group as digital gamers, but also as a focus of study in digital gaming research. We know relatively little about senior gamers, in particular about their needs and motivations to engage in digital gaming. The current explorative study used a free association
A survey of ‘game’ portability
, 2007
"... Abstract. Many games today are developed using game engines. This development approach supports various aspects of portability. For example games can be ported from one platform to another and assets can be imported into different engines. The portability aspect that requires further examination is ..."
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Cited by 3 (1 self)
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Abstract. Many games today are developed using game engines. This development approach supports various aspects of portability. For example games can be ported from one platform to another and assets can be imported into different engines. The portability aspect that requires further examination
Results 1 - 10
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556