Abstract: Dynamic Difficulty Balancing is an essential topic in game development because it significantly contributes to the entertainment value of computer games. There are several ways of adjusting difficulty levels in computer games. The most common way is to control specific parameters, such as the health and execution speed of an enemy NPC, so that it is harder to defeat. Performing Dynamic Difficulty Balancing in this manner does not necessarily change the behaviour of NPCs but gradually decreases the ease of winning. The entertainment value of computer games can be supplemented by the inclusion of Adaptive Game AI as a mechanism for achieving Dynamic Difficulty Balancing. Adaptive Game AI enables the realisation of NPCs that display ...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Game AI is the decision-making process of computer-controlled opponents in computer games. Adaptive ...
There are formalisms in literature where behavior can be described by a finite set of rules that map...
[[abstract]]Computer-controlled opponents in a computer game are often controlled by a lot of script...
Abstract: The dissertation provides a view over what symbiotic agents, immunological computation and...
Contains fulltext : 56929.pdf (publisher's version ) (Open Access)Online learning ...
For many video game developers, designing an adversary or adversarial environment that is engaging b...
One of the most important features of a (computer) game that makes it memorable is an ability to bri...
viii, 123 leaves : ill. ; 30 cm.PolyU Library Call No.: [THS] LG51 .H577M COMP 2008 ChiuIt is the re...
Computer games are frustrating if they are too difficult, but boring if they are too easy. This thes...
Games have long been seen as the perfect test-bed for artificial intelligence (AI) methods and are a...
© 2017 IEEE. Maintaining player immersion is a crucial step in making an enjoyable video game. One a...
No matter how advance the game AI is, it falls victim to repetitive behavior which after certain int...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
Abstract:- In this paper we propose an evolutionary algorithm against player (EAP) for game that con...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Game AI is the decision-making process of computer-controlled opponents in computer games. Adaptive ...
There are formalisms in literature where behavior can be described by a finite set of rules that map...
[[abstract]]Computer-controlled opponents in a computer game are often controlled by a lot of script...
Abstract: The dissertation provides a view over what symbiotic agents, immunological computation and...
Contains fulltext : 56929.pdf (publisher's version ) (Open Access)Online learning ...
For many video game developers, designing an adversary or adversarial environment that is engaging b...
One of the most important features of a (computer) game that makes it memorable is an ability to bri...
viii, 123 leaves : ill. ; 30 cm.PolyU Library Call No.: [THS] LG51 .H577M COMP 2008 ChiuIt is the re...
Computer games are frustrating if they are too difficult, but boring if they are too easy. This thes...
Games have long been seen as the perfect test-bed for artificial intelligence (AI) methods and are a...
© 2017 IEEE. Maintaining player immersion is a crucial step in making an enjoyable video game. One a...
No matter how advance the game AI is, it falls victim to repetitive behavior which after certain int...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
Abstract:- In this paper we propose an evolutionary algorithm against player (EAP) for game that con...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Game AI is the decision-making process of computer-controlled opponents in computer games. Adaptive ...
There are formalisms in literature where behavior can be described by a finite set of rules that map...