We present a generic model for adaptation in large scale, persistent state computer games that allows the virtual world to change automatically, with reasonable eciency. We demonstrate the utility of our technique through two dierent forms of dynamic common game content: 1) a basic weather cycle that adapts wind, rain and water accumulation to variations and changes in a large-scale terrain, and 2) a simple reputation sys-tem that allows agents in the virtual world to respond appropriately to a player's actual behaviour in a game.
Peer-to-Peer-based Massively Multiuser Virtual Environments (P2P-MMVEs) provide a shared virtual env...
Current research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, ...
Abstract—State management is a basic requirement for multi-user virtual environments (VEs) such as M...
Most modern computer games provide a virtual environment as a context for player interaction. Recen...
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over t...
Although massive multiplayer online games have been gain-ing most popularity over the years, real-ti...
AbstractOptimization (adaptation) of agents interacting with dynamic persistent environments (DPEs) ...
This paper investigates the use of really simple syndication (RSS) to dynamically change virtual env...
Optimization (adaptation) of agents interacting with dynamic persistent environments (DPEs) poses a ...
We examine the problem of self-adaptation in game-playing agents as the game requirements evolve inc...
In this work we present an evolving system of agents which interact with each other in game theoreti...
When most commercial games are shipped, their gameplay has typically been prescripted. All game comp...
Although Multi-Avatar Distributed Virtual Environments (MAVEs) such as Real-Time Strategy (RTS) game...
Abstract—In this work we present an evolving system of agents which interact with each other in game...
Personalization and adaptivity can promote motivated usage, increased user acceptance, and user iden...
Peer-to-Peer-based Massively Multiuser Virtual Environments (P2P-MMVEs) provide a shared virtual env...
Current research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, ...
Abstract—State management is a basic requirement for multi-user virtual environments (VEs) such as M...
Most modern computer games provide a virtual environment as a context for player interaction. Recen...
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over t...
Although massive multiplayer online games have been gain-ing most popularity over the years, real-ti...
AbstractOptimization (adaptation) of agents interacting with dynamic persistent environments (DPEs) ...
This paper investigates the use of really simple syndication (RSS) to dynamically change virtual env...
Optimization (adaptation) of agents interacting with dynamic persistent environments (DPEs) poses a ...
We examine the problem of self-adaptation in game-playing agents as the game requirements evolve inc...
In this work we present an evolving system of agents which interact with each other in game theoreti...
When most commercial games are shipped, their gameplay has typically been prescripted. All game comp...
Although Multi-Avatar Distributed Virtual Environments (MAVEs) such as Real-Time Strategy (RTS) game...
Abstract—In this work we present an evolving system of agents which interact with each other in game...
Personalization and adaptivity can promote motivated usage, increased user acceptance, and user iden...
Peer-to-Peer-based Massively Multiuser Virtual Environments (P2P-MMVEs) provide a shared virtual env...
Current research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, ...
Abstract—State management is a basic requirement for multi-user virtual environments (VEs) such as M...