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DIGRA
2003
Springer
14 years 2 months ago
Exploration in computer games - a new starting point
Space, vast lands and dungeons… It is no coincidence that Space War and Adventure are among the best known of the first computer games. Both clearly appeal to the player’s cur...
Simon Egenfeldt-Nielsen
FORMATS
2006
Springer
14 years 29 days ago
Timed Alternating-Time Temporal Logic
We add freeze quantifiers to the game logic ATL in order to specify real-time objectives for games played on timed structures. We define the semantics of the resulting logic TATL b...
Thomas A. Henzinger, Vinayak S. Prabhu
CEC
2010
IEEE
13 years 10 months ago
The 2009 Mario AI Competition
Abstract-- This paper describes the 2009 Mario AI Competition, which was run in association with the IEEE Games Innovation Conference and the IEEE Symposium on Computational Intell...
Julian Togelius, Sergey Karakovskiy, Robin Baumgar...
AIIDE
2008
13 years 11 months ago
Recombinable Game Mechanics for Automated Design Support
Systems that provide automated game-design support-whether fully automated game generators, or tools to assist human designers--must be able to maintain a representation of a game...
Mark J. Nelson, Michael Mateas
DIMEA
2007
99views Multimedia» more  DIMEA 2007»
14 years 1 months ago
Player adaptive entertainment computing
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media. Two of the important ...
Kevin Kok Wai Wong