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Rethinking dynamic difficulty adjustment for video game design
Abstract Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game
research fields for many years. Despite high expectations, the effectiveness of DDA in …
research fields for many years. Despite high expectations, the effectiveness of DDA in …
Sentient sketchbook: computer-assisted game level authoring
This paper introduces Sentient Sketchbook, a tool which supports a designer in the creation
of game levels. Us-ing map sketches to alleviate designer effort, the tool auto-mates …
of game levels. Us-ing map sketches to alleviate designer effort, the tool auto-mates …
Video game personalisation techniques: A comprehensive survey
Personalisation is the automatic customisation of content and services based on a prediction
of what the user wants. Common examples of personalisation can be found in websites that …
of what the user wants. Common examples of personalisation can be found in websites that …
Evolving levels for super mario bros using grammatical evolution
This paper presents the use of design grammars to evolve playable 2D platform levels
through grammatical evolution (GE). Representing levels using design grammars allows …
through grammatical evolution (GE). Representing levels using design grammars allows …
Orchestrating game generation
The design process is often characterized by and realized through the iterative steps of
evaluation and refinement. When the process is based on a single creative domain such as …
evaluation and refinement. When the process is based on a single creative domain such as …
Constructive generation methods for dungeons and levels
This chapter addresses a specific type of game content, the dungeon, and a number of
commonly used methods for generating such content. These methods are all “constructive” …
commonly used methods for generating such content. These methods are all “constructive” …
Constrained novelty search: A study on game content generation
Novelty search is a recent algorithm geared toward exploring search spaces without regard
to objectives. When the presence of constraints divides a search space into feasible space …
to objectives. When the presence of constraints divides a search space into feasible space …
Objective difficulty-skill balance impacts perceived balance but not behaviour: A test of flow and self-determination theory predictions
Flow and self-determination theory predict that game difficulty in balance with player skill
maximises enjoyment and engagement, mediated by attentive absorption or competence …
maximises enjoyment and engagement, mediated by attentive absorption or competence …
A temporal data-driven player model for dynamic difficulty adjustment
Many computer games of all genres pit the player against a succession of increasingly
difficult challenges such as combat with computer-controlled enemies and puzzles. Part of …
difficult challenges such as combat with computer-controlled enemies and puzzles. Part of …
[HTML][HTML] Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions
Player-centered approaches that aim to maximize player enjoyment have been steady, but
with poor heuristics that do not rely on any particular theory of entertainment. Certainly, the …
with poor heuristics that do not rely on any particular theory of entertainment. Certainly, the …