暂无分享,去创建一个
[1] Bruce Phillips,et al. Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems , 2008, CHI.
[2] Christian Bauckhage,et al. Making Archetypal Analysis Practical , 2009, DAGM-Symposium.
[3] Magy Seif El-Nasr,et al. Understanding and evaluating cooperative games , 2010, CHI.
[4] Robert J. Moore,et al. The social side of gaming: a study of interaction patterns in a massively multiplayer online game , 2004, CSCW.
[5] Georgios N. Yannakakis,et al. Player modeling using self-organization in Tomb Raider: Underworld , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[6] Alessandro Canossa,et al. Evaluating motion: spatial user behaviour in virtual environments , 2011, Int. J. Arts Technol..
[7] Christian Bauckhage,et al. Analyzing the Evolution of Social Groups in World of Warcraft® , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[8] Bernard J. Jansen,et al. Understanding User-Web Interactions via Web Analytics , 2009, Understanding User-Web Interactions via Web Analytics.
[9] H. Sebastian Seung,et al. Learning the parts of objects by non-negative matrix factorization , 1999, Nature.
[10] Georgios N. Yannakakis. Game AI revisited , 2012, CF '12.
[11] Jaideep Srivastava,et al. Behavioral profiles of character types in EverQuest II , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[12] Chin-Laung Lei,et al. World of warcraft avatar history dataset , 2011, MMSys.
[13] Ruck Thawonmas,et al. Analysis of revisitations in online games , 2011, Entertain. Comput..
[14] Ben Medler. Play with data---an exploration of play analytics and its effect on player experiences , 2012 .
[15] Ruck Thawonmas,et al. Visualization of Online-Game Players Based on Their Action Behaviors , 2008, Int. J. Comput. Games Technol..
[16] Julian Togelius,et al. Predicting player behavior in Tomb Raider: Underworld , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[17] Thomas Gärtner,et al. Player Modeling for Intelligent Difficulty Adjustment , 2009, LWA.
[18] Christian Bauckhage,et al. Convex Non-negative Matrix Factorization in the Wild , 2009, 2009 Ninth IEEE International Conference on Data Mining.
[19] I. Jolliffe. Principal Component Analysis , 2002 .
[20] Heng Tao Shen,et al. Principal Component Analysis , 2009, Encyclopedia of Biometrics.
[21] P. Paatero,et al. Positive matrix factorization: A non-negative factor model with optimal utilization of error estimates of data values† , 1994 .
[22] Michael Mateas,et al. A data mining approach to strategy prediction , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[23] 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).
[24] Randy J. Pagulayan,et al. User-centered design in games , 2012 .
[25] John Bohannon,et al. IEEE International Conference on Computational Intelligence and Games. Game-miners grapple with massive data. , 2010, Science.
[26] C. Ji. An Archetypal Analysis on , 2005 .
[27] Robert H. Halstead,et al. Matrix Computations , 2011, Encyclopedia of Parallel Computing.
[28] Christian Bauckhage,et al. Descriptive matrix factorization for sustainability Adopting the principle of opposites , 2011, Data Mining and Knowledge Discovery.
[29] Tim Fields,et al. Social Game Design: Monetization Methods and Mechanics , 2011 .
[30] L. Finesso,et al. Approximate nonnegative matrix factorization via alternating minimization , 2004, math/0402229.
[31] Georgios N. Yannakakis,et al. Real-Time Game Adaptation for Optimizing Player Satisfaction , 2009, IEEE Transactions on Computational Intelligence and AI in Games.