Recent advances in fields such as reinforcement learning have enabled the development of systems that are able to achieve super-human performance on a number of domains, specifically in complex games such as Go and StarCraft. Based on these successes, it is reasonable to ask if these learned behaviours could be utilised to improve the performance of humans on the same tasks. However, the types of models used in these systems are typically not easily understandable, and can not be directly used to improve the performance of a human. My research looks to address these difficulties by developing a system that can provide advice tailored to a player's style in a video game setting. This system would be particularly useful for improving tutorial...
Abstract—This paper explores how evolved game playing agents can be used to represent a priori defin...
Part 3: Computational Methodologies for EntertainmentInternational audienceThe current paper investi...
Game flow represents a state where the player is neither frustrated nor bored. In turn-based battle ...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence o...
Models that capture the knowledge of players of digital games could be used to great effect in AI-as...
Player Behavior Modeling in Video Games In this research, we study players’ interactions in video ga...
Trying to understand a player's characteristics with regards to a computer game is a major line of r...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
The design of artificial intelligence in computer games is an important component of a player's game...
Developing diverse and realistic agents in terms of behaviour and skill is crucial for game develope...
Abstract. Modern video games present many challenging applications for artificial intelligence. Agen...
Real-Time Strategy (RTS) games entail a lot of difficulty due to the sheer number of tasks to perfor...
As player demographics broaden it has become important to understand variation in player types. Impr...
Artificial Intelligence has been applied to dynamic games for many years. The ultimate goal is creat...
Abstract—This paper explores how evolved game playing agents can be used to represent a priori defin...
Part 3: Computational Methodologies for EntertainmentInternational audienceThe current paper investi...
Game flow represents a state where the player is neither frustrated nor bored. In turn-based battle ...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence o...
Models that capture the knowledge of players of digital games could be used to great effect in AI-as...
Player Behavior Modeling in Video Games In this research, we study players’ interactions in video ga...
Trying to understand a player's characteristics with regards to a computer game is a major line of r...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
The design of artificial intelligence in computer games is an important component of a player's game...
Developing diverse and realistic agents in terms of behaviour and skill is crucial for game develope...
Abstract. Modern video games present many challenging applications for artificial intelligence. Agen...
Real-Time Strategy (RTS) games entail a lot of difficulty due to the sheer number of tasks to perfor...
As player demographics broaden it has become important to understand variation in player types. Impr...
Artificial Intelligence has been applied to dynamic games for many years. The ultimate goal is creat...
Abstract—This paper explores how evolved game playing agents can be used to represent a priori defin...
Part 3: Computational Methodologies for EntertainmentInternational audienceThe current paper investi...
Game flow represents a state where the player is neither frustrated nor bored. In turn-based battle ...