[KNIHA][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Experience-driven procedural content generation

GN Yannakakis, J Togelius - IEEE Transactions on Affective …, 2011 - ieeexplore.ieee.org
Procedural content generation (PCG) is an increasingly important area of technology within
modern human-computer interaction (HCI) design. Personalization of user experience via …

Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game

P Rohlfshagen, J Liu, D Perez-Liebana… - IEEE Transactions on …, 2017 - ieeexplore.ieee.org
Pac-Man and its equally popular successor Ms. Pac-Man are often attributed to being the
frontrunners of the golden age of arcade video games. Their impact goes well beyond the …

Player modeling

Player modeling is the study of computational models of players in games. This includes the
detection, modeling, prediction and expression of human player characteristics which are …

Player modeling using self-organization in Tomb Raider: Underworld

A Drachen, A Canossa… - 2009 IEEE symposium on …, 2009 - ieeexplore.ieee.org
We present a study focused on constructing models of players for the major commercial title
Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level …

Game AI revisited

GN Yannakakis - Proceedings of the 9th conference on Computing …, 2012 - dl.acm.org
More than a decade after the early research efforts on the use of artificial intelligence (AI) in
computer games and the establishment of a new AI domain the term``game AI''needs to be …

Towards automatic personalised content creation for racing games

J Togelius, R De Nardi… - 2007 IEEE Symposium on …, 2007 - ieeexplore.ieee.org
Evolutionary algorithms are commonly used to create high-performing strategies or agents
for computer games. In this paper, we instead choose to evolve the racing tracks in a car …

Real-time game adaptation for optimizing player satisfaction

GN Yannakakis, J Hallam - IEEE Transactions on …, 2009 - ieeexplore.ieee.org
A methodology for optimizing player satisfaction in games on the" playware" physical
interactive platform is demonstrated in this paper. Previously constructed artificial neural …

Player modeling for intelligent difficulty adjustment

O Missura, T Gärtner - … Science: 12th International Conference, DS 2009 …, 2009 - Springer
In this paper we aim at automatically adjusting the difficulty of computer games by clustering
players into different types and supervised prediction of the type from short traces of …

How to model and augment player satisfaction: a review

GN Yannakakis - 2008 - um.edu.mt
This is a review on approaches for modeling satisfaction perceived by users interacting with
entertainment systems. Experimental studies with adult and children users of games (screen …