Understanding Game Balance with Quantitative Methods
暂无分享,去创建一个
[1] R. A. Bradley,et al. Rank Analysis of Incomplete Block Designs: I. The Method of Paired Comparisons , 1952 .
[2] Gerald Tesauro,et al. Monte-Carlo simulation balancing , 2009, ICML '09.
[3] Christopher A. Paul. Optimizing Play: How Theorycraft Changes Gameplay and Design , 2011, Game Stud..
[4] J. Neumann. Zur Theorie der Gesellschaftsspiele , 1928 .
[5] Günter Wallner,et al. A spatiotemporal visualization approach for the analysis of gameplay data , 2012, CHI.
[6] D. Koller,et al. Efficient Computation of Equilibria for Extensive Two-Person Games , 1996 .
[7] Zoran Popovic,et al. RRT-Based Game Level Analysis, Visualization, and Visual Refinement , 2012, AIIDE.
[8] Michael John,et al. Data cracker: developing a visual game analytic tool for analyzing online gameplay , 2011, CHI.
[9] J. Robinson. AN ITERATIVE METHOD OF SOLVING A GAME , 1951, Classics in Game Theory.
[10] Jörg Denzinger,et al. Evolutionary behavior testing of commercial computer games , 2004, Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753).
[11] Bruce Phillips,et al. Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems , 2008, CHI.
[12] Olivier Teytaud,et al. Upper Confidence Trees with Short Term Partial Information , 2011, EvoApplications.
[13] Niklas Elmqvist,et al. Toward Visualization for Games: Theory, Design Space, and Patterns , 2012, IEEE Transactions on Visualization and Computer Graphics.
[14] Rémi Coulom,et al. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search , 2006, Computers and Games.
[15] Michael Mateas,et al. A data mining approach to strategy prediction , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[16] Yishay Mansour,et al. A Sparse Sampling Algorithm for Near-Optimal Planning in Large Markov Decision Processes , 1999, Machine Learning.
[17] Yun-En Liu,et al. Gameplay analysis through state projection , 2010, FDG.
[18] Haim Levkowitz,et al. From Visual Data Exploration to Visual Data Mining: A Survey , 2003, IEEE Trans. Vis. Comput. Graph..
[19] Peter Auer,et al. Finite-time Analysis of the Multiarmed Bandit Problem , 2002, Machine Learning.
[20] Thomas Hofmann,et al. TrueSkill™: A Bayesian Skill Rating System , 2007 .
[21] Magy Seif El-Nasr,et al. Visualizing and understanding players' behavior in video games: discovering patterns and supporting aggregation and comparison , 2011, SIGGRAPH 2011.
[22] Guy Van den Broeck,et al. Monte-Carlo Tree Search in Poker Using Expected Reward Distributions , 2009, ACML.
[23] Maneesh Agrawala,et al. Visualizing competitive behaviors in multi-user virtual environments , 2004, IEEE Visualization 2004.
[24] B. Marx. The Visual Display of Quantitative Information , 1985 .
[25] Zoran Popovic,et al. Evaluating Competitive Game Balance with Restricted Play , 2012, AIIDE.
[26] Joris Dormans,et al. Simulating Mechanics to Study Emergence in Games , 2011, IDP@AIIDE.
[27] Robert Zubek,et al. MDA : A Formal Approach to Game Design and Game Research , 2004 .
[28] Tom Minka,et al. TrueSkillTM: A Bayesian Skill Rating System , 2006, NIPS.
[29] M. Winands,et al. Monte-Carlo Tree Search for the Simultaneous Move Game Tron , 2012 .
[30] Rémi Coulom,et al. Computing "Elo Ratings" of Move Patterns in the Game of Go , 2007, J. Int. Comput. Games Assoc..
[31] Alessandro Canossa,et al. Analyzing spatial user behavior in computer games using geographic information systems , 2009, MindTrek '09.
[32] By Joshua H. Barnett and Leanna Archambault. How Massive Multiplayer Online Games Incorporate Principles of Economics , 2010 .
[33] R. A. Bradley,et al. RANK ANALYSIS OF INCOMPLETE BLOCK DESIGNS , 1952 .
[34] Bruce Abramson,et al. Expected-Outcome: A General Model of Static Evaluation , 1990, IEEE Trans. Pattern Anal. Mach. Intell..
[35] Thore Graepel,et al. Bayesian pattern ranking for move prediction in the game of Go , 2006, ICML.
[36] Bryan Lawson,et al. Computers, words and pictures , 1997 .
[37] David Dyte,et al. A ratings based Poisson model for World Cup soccer simulation , 2000, J. Oper. Res. Soc..
[38] M. Glickman. The Glicko system , 2011 .
[39] Maxim Likhachev,et al. Game-Based Data Capture for Player Metrics , 2012, AIIDE.
[40] Jun'ichi Tsujii,et al. Move Prediction in Go with the Maximum Entropy Method , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[41] Michael Mateas,et al. A requirements analysis for videogame design support tools , 2009, FDG.
[42] Cameron Browne,et al. Elegance in Game Design , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[43] Jörg Denzinger,et al. Dealing with Parameterized Actions in Behavior Testing of Commercial Computer Games , 2005, CIG.
[44] Christian Bauckhage,et al. Guns, swords and data: Clustering of player behavior in computer games in the wild , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[45] Mark J. Nelson. Game Metrics Without Players: Strategies for Understanding Game Artifacts , 2011, Artificial Intelligence in the Game Design Process.
[46] Gabriel Synnaeve,et al. A Bayesian model for opening prediction in RTS games with application to StarCraft , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[47] Michael Mateas,et al. Computational Support for Play Testing Game Sketches , 2009, AIIDE.
[48] Luca Chittaro,et al. VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments , 2006, IEEE Transactions on Visualization and Computer Graphics.
[49] Luiz Chaimowicz,et al. A binary classification approach for automatic preference modeling of virtual agents in Civilization IV , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[50] Georgios N. Yannakakis,et al. Player modeling using self-organization in Tomb Raider: Underworld , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[51] Csaba Szepesvári,et al. Bandit Based Monte-Carlo Planning , 2006, ECML.
[52] Alessandro Canossa,et al. Defining personas in games using metrics , 2008, Future Play.
[53] Simon M. Lucas,et al. A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[54] Joe Marks,et al. Automatic Design of Balanced Board Games , 2007, AIIDE.
[55] Sean C. Duncan,et al. Scientific Habits of Mind in Virtual Worlds , 2008 .
[56] Samuel Karlin,et al. Mathematical Methods and Theory in Games, Programming, and Economics , 1961 .
[57] Christian Bauckhage,et al. How players lose interest in playing a game: An empirical study based on distributions of total playing times , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[58] Seth Cooper,et al. High-resolution structure of a retroviral protease folded as a monomer , 2011 .
[59] Michael Mateas,et al. LUDOCORE: A logical game engine for modeling videogames , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[60] Arnav Jhala,et al. Modeling Player Retention in Madden NFL 11 , 2011, IAAI.
[61] Cameron Browne,et al. Automatic generation and evaluation of recombination games , 2008 .
[62] Zoran Popovic,et al. Feature-based projections for effective playtrace analysis , 2011, FDG.
[63] David Silver,et al. Combining online and offline knowledge in UCT , 2007, ICML '07.
[64] Bruno Bouzy,et al. Monte-Carlo Go Developments , 2003, ACG.
[65] Michael Buro,et al. Incorporating Search Algorithms into RTS Game Agents , 2012 .
[66] Ben Medler. Play with data---an exploration of play analytics and its effect on player experiences , 2012 .
[67] Ruck Thawonmas,et al. Visualization of Online-Game Players Based on Their Action Behaviors , 2008, Int. J. Comput. Games Technol..
[68] A. Elo. The rating of chessplayers, past and present , 1978 .
[69] Adam M. Smith,et al. An Inclusive Taxonomy of Player Modeling , 2011 .
[70] Philip Hingston,et al. A Turing Test for Computer Game Bots , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[71] Magy Seif El-Nasr,et al. A Deeper Look at the Use of Telemetry for Analysis of Player Behavior in RTS Games , 2011, ICEC.
[72] Tom Minka,et al. TrueSkill Through Time: Revisiting the History of Chess , 2007, NIPS.
[73] Jesse Schell,et al. The Art of Game Design: A book of lenses , 2019 .
[74] Michael L. Littman,et al. Sample-Based Planning for Continuous Action Markov Decision Processes , 2011, ICAPS.