Measuring entertainment and automatic generation of entertaining games
暂无分享,去创建一个
[1] Hiroyuki Iida,et al. OUTCOME UNCERTAINTY AND INTERESTEDNESS IN GAME-PLAYING: A CASE STUDY USING SYNCHRONIZED HEX , 2006 .
[2] Risto Miikkulainen,et al. Neuroevolution for adaptive teams , 2003, The 2003 Congress on Evolutionary Computation, 2003. CEC '03..
[3] M Rauterberg,et al. AMME: an Automatic Mental Model Evaluation to analyse user behaviour traced in a finite, discrete state space. , 1993, Ergonomics.
[4] D. Kudenko,et al. A User Model for the Generation of Dilemma-based Interactive Narratives , 2007 .
[5] Jennica Falk. Tangible Mudding : Interfacing Computer Games with the Real World , 2006 .
[6] Hiroyuki Iida,et al. A metric for entertainment of boardgames: its implication for evolution of chess variants , 2002, IWEC.
[7] Thomas Bäck,et al. An Overview of Evolutionary Algorithms for Parameter Optimization , 1993, Evolutionary Computation.
[8] David B. Fogel,et al. Evolving an expert checkers playing program without using human expertise , 2001, IEEE Trans. Evol. Comput..
[9] Jonathan Schaeffer,et al. One jump ahead - challenging human supremacy in checkers , 1997, J. Int. Comput. Games Assoc..
[10] Joseph A. Paradiso,et al. Z-Tiles: building blocks for modular, pressure-sensing floorspaces , 2004, CHI EA '04.
[11] Alexander Nareyek,et al. Intelligent Agents for Computer Games , 2006 .
[12] Gregory D. Abowd,et al. The smart floor: a mechanism for natural user identification and tracking , 2000, CHI Extended Abstracts.
[13] Georgios N. Yannakakis,et al. Entertainment capture through heart rate activity in physical interactive playgrounds , 2008, User Modeling and User-Adapted Interaction.
[14] Risto Miikkulainen,et al. Exploiting Sensor Symmetries in Example-based Training for Intelligent Agents , 2006, 2006 IEEE Symposium on Computational Intelligence and Games.
[15] Julian Togelius,et al. Optimization of Platform Game Levels for Player Experience , 2009, AIIDE.
[16] D. E. Goldberg,et al. Genetic Algorithms in Search , 1989 .
[17] Jonathan Schaeffer. One Jump Ahead , 1997 .
[18] Zbigniew Michalewicz,et al. Evolutionary Computation 1 , 2018 .
[19] Gerard O'Regan,et al. A Brief History of Computing , 2012, Springer London.
[20] A. Ram,et al. Player Modeling Evaluation for Interactive Fiction , 2007 .
[21] Georgios N. Yannakakis,et al. Modeling and Augmenting Game Entertainment through Challenge and Curiosity , 2007, Int. J. Artif. Intell. Tools.
[22] N. Lazzaro. Why we Play Games: Four Keys to More Emotion without Story , 2004 .
[23] David E. Goldberg,et al. Genetic Algorithms in Search Optimization and Machine Learning , 1988 .
[24] D. Gentile,et al. The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors. , 2001 .
[25] Georgios N. Yannakakis,et al. Real-Time Game Adaptation for Optimizing Player Satisfaction , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[26] Pedro Antonio Gonzlez-Calero,et al. Artificial Intelligence for Computer Games , 2011, CGAMES 2011.
[27] S.M. Lucas,et al. Evolutionary computation and games , 2006, IEEE Computational Intelligence Magazine.
[28] Jürgen Schmidhuber,et al. Optimal Artificial Curiosity, Creativity, Music, and the Fine Arts , 2005 .
[29] Patricia M. Greenfield,et al. Effect of video game practice on spatial skills in girls and boys , 1994 .
[30] Risto Miikkulainen,et al. Neuroevolution of an automobile crash warning system , 2005, GECCO '05.
[31] Germund Hesslow,et al. EXPLORING INTERNAL SIMULATION OF PERCEPTION IN MOBILE ROBOTS , 2001 .
[32] David Thue,et al. Interactive Storytelling: A Player Modelling Approach , 2007, AIIDE.
[33] Marcus Gallagher,et al. Learning to play Pac-Man: an evolutionary, rule-based approach , 2003, The 2003 Congress on Evolutionary Computation, 2003. CEC '03..
[34] Risto Miikkulainen,et al. Evolving Stochastic Controller Networks for Intelligent Game Agents , 2006, 2006 IEEE International Conference on Evolutionary Computation.
[35] Liz Sonenberg,et al. An Approach to Evaluating Human Characteristics in Agents , 2003 .
[36] Nicola Beume,et al. Intelligent anti-grouping in real-time strategy games , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[37] Melissa A. Federoff,et al. HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES , 2002 .
[38] Zbigniew Michalewicz,et al. An Experimental Comparison of Binary and Floating Point Representations in Genetic Algorithms , 1991, ICGA.
[39] John R. Anderson,et al. Why do children learn to say “Broke”? A model of learning the past tense without feedback , 2002, Cognition.
[40] Matthias Rauterberg,et al. About a framework for information and information processing of learning systems , 1995, ISCO.
[41] Georgios N. Yannakakis,et al. A Generic Approach for Obtaining Higher Entertainment in Predator/Prey Computer Games , 2005 .
[42] Nicolas Esposito,et al. A Short and Simple Definition of What a Videogame Is , 2005, DiGRA Conference.
[43] KhooAaron,et al. Applying Inexpensive AI Techniques to Computer Games , 2002 .
[44] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[45] Peter J. Angeline,et al. An evolutionary algorithm that constructs recurrent neural networks , 1994, IEEE Trans. Neural Networks.
[46] Thomas W. Malone,et al. What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.
[47] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[48] Julian Togelius,et al. Super mario evolution , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[49] Nilanjan Sarkar,et al. Maintaining Optimal Challenge in Computer Games through Real-Time Physiological Feedback , 2005 .
[50] Julian Togelius,et al. An experiment in automatic game design , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[51] Julian Togelius,et al. Towards automatic personalised content creation for racing games , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[53] Christina R. Strong,et al. Estimating Player Satisfaction Through the Author ’ s Eyes , 2007 .
[54] Nicola Beume,et al. Intelligent moving of groups in real-time strategy games , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[55] Georgios N. Yannakakis,et al. Evolving opponents for interesting interactive computer games , 2004 .
[56] W. Marsden. I and J , 2012 .
[57] Kaj Grønbæk,et al. IGameFloor: a platform for co-located collaborative games , 2007, ACE '07.
[58] Matthias Rauterberg,et al. Difficulty Scaling through Incongruity , 2008, AIIDE.
[59] Steven Collins. Computer Graphics during the 8-bit Computer Game Era , 1998 .
[60] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[61] Jennifer Healey,et al. Toward Machine Emotional Intelligence: Analysis of Affective Physiological State , 2001, IEEE Trans. Pattern Anal. Mach. Intell..
[62] Risto Miikkulainen,et al. Evolving visibly intelligent behavior for embedded game agents , 2006 .
[63] Ian H. Witten,et al. Data mining: practical machine learning tools and techniques, 3rd Edition , 1999 .
[64] James C. Lester,et al. Predicting User Physiological Response for Interactive Environments: An Inductive Approach , 2006, AIIDE.
[65] Christian Bauckhage,et al. Learning Human Behavior from Analyzing Activities in Virtual Environments , 2007, MMI Interakt..
[66] Nicola Beume,et al. Measuring flow as concept for detecting game fun in the Pac-Man game , 2008, 2008 IEEE Congress on Evolutionary Computation (IEEE World Congress on Computational Intelligence).
[67] Mitsuru Ishizuka,et al. Persona Effect Revisited --- Using Bio-signals to Measure and Reflect the Impact of Character-bas , 2003 .
[68] Michael Mateas,et al. Procedural Level Design for Platform Games , 2006, AIIDE.
[69] Georgios N. Yannakakis,et al. Interesting games through stage complexity and topology , 2004 .
[70] Symeon Retalis,et al. Creating Adaptive e-Learning Board Games for School Settings Using the ELG Environment , 2008, J. Univers. Comput. Sci..
[71] Georgios N. Yannakakis,et al. Entertainment modeling through physiology in physical play , 2008, Int. J. Hum. Comput. Stud..
[72] M. Csíkszentmihályi,et al. Optimal experience: Introduction to Part IV , 1988 .
[73] John H. Holland,et al. Adaptation in Natural and Artificial Systems: An Introductory Analysis with Applications to Biology, Control, and Artificial Intelligence , 1992 .
[74] Helen Pain,et al. Providing Cognitive and Affective Scaffolding Through Teaching Strategies: Applying Linguistic Politeness to the Educational Context , 2004, Intelligent Tutoring Systems.
[75] Matthias Rauterberg,et al. Incongruity-Based Adaptive Game Balancing , 2009, ACG.
[76] David H. Ackley,et al. Interactions between learning and evolution , 1991 .
[77] Eugene V Beresin,et al. Factors correlated with violent video game use by adolescent boys and girls. , 2007, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[78] Christoph Schlieder,et al. Geogames: Designing Location-Based Games from Classic Board Games , 2006, IEEE Intelligent Systems.
[79] Risto Miikkulainen,et al. Acquiring Visibly Intelligent Behavior with Example-Guided Neuroevolution , 2007, AAAI.
[80] N. Taatgen,et al. How to construct a believable opponent using cognitive modeling in the game of set , 2003 .
[81] Julian Togelius,et al. Making Racing Fun Through Player Modeling and Track Evolution , 2006 .
[83] David Thue,et al. Learning Player Preferences to Inform Delayed Authoring , 2007, AAAI Fall Symposium: Intelligent Narrative Technologies.
[84] Robin Hunicke,et al. AI for Dynamic Difficulty Adjustment in Games , 2004 .
[85] Saleem N. Bhatti,et al. Modelling user behaviour in networked games , 2001, MULTIMEDIA '01.
[86] Simon M. Lucas,et al. Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man , 2005, CIG.
[87] Ingo Rechenberg,et al. Evolutionsstrategie : Optimierung technischer Systeme nach Prinzipien der biologischen Evolution , 1973 .
[88] Henrik Hautop Lund,et al. Playware technology for physically activating play , 2005, Artificial Life and Robotics.
[89] G. G. Stokes. "J." , 1890, The New Yale Book of Quotations.
[90] Kevin Kok Wai Wong,et al. Artificial Intelligence for Computer Games , 2009, Int. J. Comput. Games Technol..
[91] Helen Pain,et al. Informing the Detection of the Students' Motivational State: An Empirical Study , 2002, Intelligent Tutoring Systems.
[92] Timo Kaukoranta,et al. Towards a Definition of a Computer Game , 2003 .
[93] As Sevenstery,et al. Gartnet: a Genetic Algorithm for Routing in Telecommunications Networks , 1996 .
[94] Georgios N. Yannakakis,et al. TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES , 2007, Appl. Artif. Intell..
[95] Nicola Beume,et al. CI enlivened ghosts for Pac-Man , 2008 .
[96] Kenneth O. Stanley and Bobby D. Bryant and Risto Miikkulainen,et al. Real-Time Evolution in the NERO Video Game (Winner of CIG 2005 Best Paper Award) , 2005, CIG.