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[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 …
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Experience-driven procedural content generation
Procedural content generation (PCG) is an increasingly important area of technology within
modern human-computer interaction (HCI) design. Personalization of user experience via …
modern human-computer interaction (HCI) design. Personalization of user experience via …
Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game
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 …
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 …
detection, modeling, prediction and expression of human player characteristics which are …
Player modeling using self-organization in Tomb Raider: Underworld
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 …
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 …
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
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 …
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 …
interactive platform is demonstrated in this paper. Previously constructed artificial neural …
Player modeling for intelligent difficulty adjustment
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 …
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 …
entertainment systems. Experimental studies with adult and children users of games (screen …