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» Optimization of Platform Game Levels for Player Experience
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GECCO
2008
Springer
149views Optimization» more  GECCO 2008»
13 years 9 months ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...
FUNGAMES
2010
13 years 7 months ago
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
We present the design, implementation and evaluation of a novel pervasive location-aware multiplayer game. In the game teams of players try to score points by conquering the real-...
Juha Tiensyrjä, Timo Ojala, Toni Hakanen, Oss...
ANTSW
2010
Springer
13 years 6 months ago
A Cooperative Network Game Efficiently Solved via an Ant Colony Optimization Approach
Abstract. In this paper, a Cooperative Network Game (CNG) is introduced. In this game, all players have the same goal: display a video content in real time, with no cuts and low bu...
Pablo Romero, Franco Robledo, Pablo Rodrígu...
GECCO
2004
Springer
110views Optimization» more  GECCO 2004»
14 years 1 months ago
Is the Predicted ESS in the Sequential Assessment Game Evolvable?
The Sequential Assessment Game model of animal contests predicts an evolutionarily stable strategy (ESS) that is a sequence of thresholds for giving up. Simulated evolution experim...
Winfried Just, Xiaolu Sun
DIGRA
2005
Springer
14 years 2 months ago
A Realistic Reaction System for Modern Video Games
The substantial growth of the video game industry has fueled a search for new technologies and methodologies for providing rich and rewarding experiences for players of modern vid...
Michael Katchabaw, Stephen Danton, Leif Gruenwoldt