Quantifying individual player differences

[1]  R. Likert “Technique for the Measurement of Attitudes, A” , 2022, The SAGE Encyclopedia of Research Design.

[2]  P. Kline Handbook of Psychological Testing , 2013 .

[3]  Norio Baba,et al.  COMMONS GAME Made More Exciting by an Intelligent Utilization of the Two Evolutionary Algorithms , 2007, Advanced Intelligent Paradigms in Computer Games.

[4]  Steve Rabin,et al.  AI Game Programming Wisdom , 2002 .

[5]  Darse Billings Algorithms and assessment in computer poker , 2006 .

[6]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[7]  F.M.H. Reul,et al.  New architectures in computer chess , 2009 .

[8]  J. M. Digman PERSONALITY STRUCTURE: EMERGENCE OF THE FIVE-FACTOR MODEL , 1990 .

[9]  Nicola Beume,et al.  Intelligent anti-grouping in real-time strategy games , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.

[10]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[11]  Shaul Markovitch,et al.  Learning and Exploiting Relative Weaknesses of Opponent Agents , 2005, Autonomous Agents and Multi-Agent Systems.

[12]  Matthias Rauterberg,et al.  Incongruity-Based Adaptive Game Balancing , 2009, ACG.

[13]  A.P.J. van den Bosch,et al.  Recommender Systems for Social Bookmarking , 2005 .

[14]  David Thue,et al.  Learning Player Preferences to Inform Delayed Authoring , 2007, AAAI Fall Symposium: Intelligent Narrative Technologies.

[15]  B. D. Raad,et al.  The structure of situations from a personality perspective , 2002 .

[16]  Johannes Fürnkranz,et al.  Recent Advances in Machine Learning and Game Playing , 2007 .

[17]  Georgios N. Yannakakis,et al.  Real-time adaptation of augmented-reality games for optimizing player satisfaction , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.

[18]  Jacob Cohen,et al.  A power primer. , 1992, Psychological bulletin.

[19]  Gwm Matthias Rauterberg,et al.  About a method to measure the ergonomic quality of user interfaces in a task independent way , 1998 .

[20]  J. M. Hunt,et al.  Motivation Inherent in Information Processing and Action , 1963 .

[21]  R. Woodworth Archives of psychology , 2010 .

[22]  Jonathan Schaeffer,et al.  Opponent Modeling in Poker , 1998, AAAI/IAAI.

[23]  David N. Chin Acquiring user models , 1993, Artificial Intelligence Review.

[24]  Allen Newell,et al.  Human Problem Solving. , 1973 .

[25]  Alex Sandro Gomes,et al.  Dynamic Game Balancing: An Evaluation of User Satisfaction , 2006, AIIDE.

[26]  Hiroyuki Iida,et al.  Potential Applications of Opponent-Model Search , 1994, J. Int. Comput. Games Assoc..

[27]  Matthias Rauterberg,et al.  About a framework for information and information processing of learning systems , 1995, ISCO.

[28]  R. R. Harper,et al.  THE COMPUTER GAMEDetectives, Suspects, and Technology , 1991 .

[29]  Eric O. Postma,et al.  Adaptive game AI with dynamic scripting , 2006, Machine Learning.

[30]  D. Ryman,et al.  Reliabilities and Validities of the Mood Questionnaire , 1974 .

[31]  H. Jaap van den Herik,et al.  Admissibility in opponent-model search , 2003, Inf. Sci..

[32]  Darryl Charles,et al.  Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modeling , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.

[33]  Matthias Rauterberg,et al.  A New Framework for Entertainment Computing: From Passive to Active Experience , 2005, ICEC.

[34]  Gustavo Rossi,et al.  Patterns for Adaptive Web Applications , 2002, EuroPLoP.

[35]  L.J.P. van der Maaten Feature extraction from visual data , 2009 .

[36]  Murray Campbell,et al.  Knowledge discovery in deep blue , 1999, Commun. ACM.

[37]  Georgios N. Yannakakis,et al.  TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES , 2007, Appl. Artif. Intell..

[38]  L. Thurstone The Vectors of Mind , 1935 .

[39]  S. Gosling,et al.  Do People Know How They Behave? Self-Reported Act Frequencies Compared With On-Line Codings by Observers , 1998 .

[40]  Claude E. Shannon,et al.  Programming a computer for playing chess , 1950 .

[41]  Araceli Sanchis,et al.  OMBO: An opponent modeling approach , 2009, AI Commun..

[42]  H. Jaap van den Herik,et al.  Rapid adaptation of video game AI , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.

[43]  W. Mischel Direct versus indirect personality assessment: evidence and implications. , 1972, Journal of consulting and clinical psychology.

[44]  Risto Miikkulainen,et al.  Evolving explicit opponent models in game playing , 2007, GECCO '07.

[45]  Ricardo A Tejeiro Salguero,et al.  Measuring problem video game playing in adolescents. , 2002, Addiction.

[46]  Araceli Sanchis,et al.  Predicting Opponent Actions by Observation , 2004, RoboCup.

[47]  Pieter Spronck,et al.  Monte-Carlo Tree Search: A New Framework for Game AI , 2008, AIIDE.

[48]  R P Smith,et al.  Cisplatin and its analogues in the treatment of advanced breast cancer: a review. , 1992, British Journal of Cancer.

[49]  T. A. Marsland,et al.  A Review of Game-Tree Pruning , 1986, J. Int. Comput. Games Assoc..

[50]  Magy Seif El-Nasr,et al.  Interaction, Narrative, and Drama Creating an Adaptive Interactive Narrative using Performance Arts Theories , 2007 .

[51]  R. Fisher Social Desirability Bias and the Validity of Indirect Questioning , 1993 .

[52]  David B. Miller Roles of naturalistic observation in comparative psychology. , 1977 .

[53]  Andy Field,et al.  Discovering Statistics Using SPSS (Ism Introducing Statistical Methods) , 2005 .

[54]  R. Michael Furr,et al.  Personality psychology as a truly behavioural science , 2009 .

[55]  Pashiera Barkhuysen,et al.  Audiovisual prosody in interaction , 2003 .

[56]  H. J. van den Herik,et al.  Computerschaak, schaakwereld en kunstmatige intelligentie , 1983 .

[57]  Georgios N. Yannakakis,et al.  Player modeling using self-organization in Tomb Raider: Underworld , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.

[58]  B. Torben-Nielsen,et al.  Dendritic Morphology : Function shapes structure , 2008 .

[59]  G. Āllport,et al.  Trait-names: A psycho-lexical study. , 1936 .

[60]  Hiroyuki Iida,et al.  Tutoring Strategies in Game-Tree Search , 1995, J. Int. Comput. Games Assoc..

[61]  I. J. Berezhnoy Digital analysis of paintings , 2009 .

[62]  P. Costa,et al.  Personality trait structure as a human universal. , 1997, The American psychologist.

[63]  Jeffrey J. Magnavita,et al.  Theories of Personality: Contemporary Approaches to the Science of Personality , 2001 .

[64]  Fiona Arney,et al.  A comparison of direct observation and self- report measures of parenting behaviour. , 2004 .

[65]  Anders Tychsen,et al.  Crafting User Experience via Game Metrics Analysis , 2008 .

[66]  Gerhard Fischer,et al.  User modeling: the long and winding road , 1999 .

[67]  J. S. Wiggins,et al.  The five-factor model of personality : theoretical perspectives , 1996 .

[68]  Volha Petukhova Multidimensional dialogue modelling , 2006 .