L'objectif de cette thèse est de fournir une solution permettant d'évaluer la crédibilité des joueurs virtuels dans les jeux vidéo multijoueurs. L’état de l’art a permis d’analyser les protocoles existants et ainsi d’identifier sept caractéristiques qui varient considérablement d’une évaluation à l’autre. Notre analyse a également mis en évidence que les méthodes d’évaluation modifient fréquemment le gameplay, introduisant un risque important de biais. Il s’agit là d’une grave lacune car les joueurs virtuels sont ainsi évalués dans un contexte spécifique et non dans le contexte du jeu tel qu'il devrait être joué : cela pourrait fausser les résultats de l'évaluation. À la suite de nos observations, nous avons construit pas à pas un nouveau p...
The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of R...
The focus of this thesis is to investigate whether adding video communication inonline multiplayer v...
Massively multiplayer game holds a huge market in the digital entertainment industry. Companies inve...
The objective of this thesis is to provide a solution for assessing the believability of virt...
International audienceIn this paper, we address the challenge of believability in multiplayer video ...
International audienceRecently, the development of believable agents has gained a lot of interest an...
Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within th...
Modern online multiplayer games have become increasingly popular with gamers all around the world. T...
Massively multiplayer online games (MMOG) have become an extremely popular genre of g...
Massively multiplayer game holds a huge market in the digital entertainment industry. Companies inve...
Massively Multiplayer Games are applications distributed over the web for which the issues of persis...
La sophistication croissante des technologies de l’information et de la communication (TIC) a fait d...
This thesis introduces the results of experiments testing specific game mechanics to help the player...
Cet article expose un modèle qui permet de représenter à peu près n'importe quelle règle de jeu de t...
Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2...
The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of R...
The focus of this thesis is to investigate whether adding video communication inonline multiplayer v...
Massively multiplayer game holds a huge market in the digital entertainment industry. Companies inve...
The objective of this thesis is to provide a solution for assessing the believability of virt...
International audienceIn this paper, we address the challenge of believability in multiplayer video ...
International audienceRecently, the development of believable agents has gained a lot of interest an...
Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within th...
Modern online multiplayer games have become increasingly popular with gamers all around the world. T...
Massively multiplayer online games (MMOG) have become an extremely popular genre of g...
Massively multiplayer game holds a huge market in the digital entertainment industry. Companies inve...
Massively Multiplayer Games are applications distributed over the web for which the issues of persis...
La sophistication croissante des technologies de l’information et de la communication (TIC) a fait d...
This thesis introduces the results of experiments testing specific game mechanics to help the player...
Cet article expose un modèle qui permet de représenter à peu près n'importe quelle règle de jeu de t...
Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2...
The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of R...
The focus of this thesis is to investigate whether adding video communication inonline multiplayer v...
Massively multiplayer game holds a huge market in the digital entertainment industry. Companies inve...