Dynamic difficulty adjustment (DDA) in computer games: A review
M Zohaib - Advances in Human‐Computer Interaction, 2018 - Wiley Online Library
Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game's
features, behaviors, and scenarios in real‐time, depending on the player's skill, so that the …
features, behaviors, and scenarios in real‐time, depending on the player's skill, so that the …
Search-based procedural content generation: A taxonomy and survey
The focus of this survey is on research in applying evolutionary and other metaheuristic
search algorithms to automatically generating content for games, both digital and nondigital …
search algorithms to automatically generating content for games, both digital and nondigital …
[图书][B] Artificial intelligence and games
GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Automated vehicle's behavior decision making using deep reinforcement learning and high-fidelity simulation environment
Automated vehicles (AVs) are deemed to be the key element for the intelligent transportation
system in the future. Many studies have been made to improve AVs' ability of environment …
system in the future. Many studies have been made to improve AVs' ability of environment …
Modeling player experience for content creation
C Pedersen, J Togelius… - IEEE Transactions on …, 2010 - ieeexplore.ieee.org
In this paper, we use computational intelligence techniques to built quantitative models of
player experience for a platform game. The models accurately predict certain key affective …
player experience for a platform game. The models accurately predict certain key affective …
Towards automatic personalised content creation for racing games
J Togelius, R De Nardi… - 2007 IEEE Symposium on …, 2007 - ieeexplore.ieee.org
Evolutionary algorithms are commonly used to create high-performing strategies or agents
for computer games. In this paper, we instead choose to evolve the racing tracks in a car …
for computer games. In this paper, we instead choose to evolve the racing tracks in a car …
Real-time game adaptation for optimizing player satisfaction
GN Yannakakis, J Hallam - IEEE Transactions on …, 2009 - ieeexplore.ieee.org
A methodology for optimizing player satisfaction in games on the" playware" physical
interactive platform is demonstrated in this paper. Previously constructed artificial neural …
interactive platform is demonstrated in this paper. Previously constructed artificial neural …
Game player modeling
Evoking a complex emotional response in players is a characteristic trait of successful
interactive entertainment, and different models have been proposed to help designers in …
interactive entertainment, and different models have been proposed to help designers in …
A survey on psycho-physiological analysis & measurement methods in multimodal systems
Psycho-physiological analysis has gained greater attention in the last few decades in
various fields including multimodal systems. Researchers use psychophysiological …
various fields including multimodal systems. Researchers use psychophysiological …
Player modeling for intelligent difficulty adjustment
In this paper we aim at automatically adjusting the difficulty of computer games by clustering
players into different types and supervised prediction of the type from short traces of …
players into different types and supervised prediction of the type from short traces of …