Game-Based Data Capture for Player Metrics
暂无分享,去创建一个
[1] Dennis R. Wixon,et al. Using the RITE method to improve products; a definition and a case study , 2007 .
[2] Vikram Krishnamurthy,et al. Algorithms for optimal scheduling and management of hidden Markov model sensors , 2002, IEEE Trans. Signal Process..
[3] Rong Jin,et al. Large-scale text categorization by batch mode active learning , 2006, WWW '06.
[4] Duane Szafron,et al. Learning Companion Behaviors Using Reinforcement Learning in Games , 2010, AIIDE.
[5] Andrew McCallum,et al. Toward Optimal Active Learning through Sampling Estimation of Error Reduction , 2001, ICML.
[6] Aaron Hertzmann,et al. Active learning for real-time motion controllers , 2007, ACM Trans. Graph..
[7] David Cohn,et al. Active Learning , 2010, Encyclopedia of Machine Learning.
[8] Christopher H. Bryant,et al. Functional genomic hypothesis generation and experimentation by a robot scientist , 2004, Nature.
[9] Yun-En Liu,et al. Gameplay analysis through state projection , 2010, FDG.
[10] Gökhan Tür,et al. Combining active and semi-supervised learning for spoken language understanding , 2005, Speech Commun..
[11] M. Ponsen. Automatically Generating Game Tactics via Evolutionary Learning , 2005 .
[12] Julian Togelius,et al. Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.
[13] K. Chaloner,et al. Bayesian Experimental Design: A Review , 1995 .
[14] Alessandro Canossa,et al. Analyzing spatial user behavior in computer games using geographic information systems , 2009, MindTrek '09.
[15] Alan J. Dix,et al. Using frustration in the design of adaptive videogames , 2004, ACE '04.
[16] Darryl Charles,et al. Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .
[17] Christian Bauckhage,et al. Learning Human Behavior from Analyzing Activities in Virtual Environments , 2007, MMI Interakt..
[18] Bruce Phillips,et al. Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems , 2008, CHI.
[19] Dilek Z. Hakkani-Tür,et al. Active learning: theory and applications to automatic speech recognition , 2005, IEEE Transactions on Speech and Audio Processing.
[20] Marcus Gallagher,et al. Learning to be a Bot: Reinforcement Learning in Shooter Games , 2008, AIIDE.
[21] David W. Aha,et al. Automatically Generating Game Tactics through Evolutionary Learning , 2006, AI Mag..
[22] Rong Jin,et al. Batch mode active learning and its application to medical image classification , 2006, ICML.
[23] William W. Cohen,et al. Proceedings of the 23rd international conference on Machine learning , 2006, ICML 2008.
[24] Jonathan P. Rowe,et al. Goal Recognition with Markov Logic Networks for Player-Adaptive Games , 2011, AIIDE.
[25] Alessandro Canossa,et al. Defining personas in games using metrics , 2008, Future Play.
[26] Gita Reese Sukthankar,et al. Intelligent Trading Agents for Massively Multi-player Game Economies , 2008, AIIDE.
[27] Robin Hunicke,et al. AI for Dynamic Difficulty Adjustment in Games , 2004 .
[28] Guy Shani,et al. An MDP-Based Recommender System , 2002, J. Mach. Learn. Res..
[29] Gita Reese Sukthankar,et al. Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning , 2011, AIIDE.
[30] Magy Seif El-Nasr,et al. Visualizing and understanding players' behavior in video games: discovering patterns and supporting aggregation and comparison , 2011, SIGGRAPH 2011.
[31] Luca Chittaro,et al. VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments , 2006, IEEE Transactions on Visualization and Computer Graphics.
[32] Julian Togelius,et al. Predicting player behavior in Tomb Raider: Underworld , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[33] Oliver Kramer,et al. Evolution of Human-Competitive Agents in Modern Computer Games , 2006, 2006 IEEE International Conference on Evolutionary Computation.
[34] Edward Y. Chang,et al. Support vector machine active learning for image retrieval , 2001, MULTIMEDIA '01.