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Auswahl der wissenschaftlichen Literatur zum Thema „Player modeling“
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Zeitschriftenartikel zum Thema "Player modeling"
Konert, Johannes, Michael Gutjahr, Stefan Göbel und Ralf Steinmetz. „Modeling the Player“. International Journal of Game-Based Learning 4, Nr. 2 (April 2014): 36–50. http://dx.doi.org/10.4018/ijgbl.2014040103.
Der volle Inhalt der QuelleSpronck, Pieter, und Freek Den Teuling. „Player Modeling in Civilization IV“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 6, Nr. 1 (10.10.2010): 180–85. http://dx.doi.org/10.1609/aiide.v6i1.12409.
Der volle Inhalt der QuelleWeber, Ben, Michael John, Michael Mateas und Arnav Jhala. „Modeling Player Retention in Madden NFL 11“. Proceedings of the AAAI Conference on Artificial Intelligence 25, Nr. 2 (11.08.2011): 1701–6. http://dx.doi.org/10.1609/aaai.v25i2.18864.
Der volle Inhalt der QuelleAvontuur, Tetske, Pieter Spronck und Menno Van Zaanen. „Player Skill Modeling in Starcraft II“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, Nr. 1 (30.06.2021): 2–8. http://dx.doi.org/10.1609/aiide.v9i1.12682.
Der volle Inhalt der QuelleSawyer, Robert, Jonathan Rowe, Roger Azevedo und James Lester. „Modeling Player Engagement with Bayesian Hierarchical Models“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 14, Nr. 1 (25.09.2018): 257–63. http://dx.doi.org/10.1609/aiide.v14i1.13048.
Der volle Inhalt der QuellePoo Hernandez, Sergio, und Vadim Bulitko. „A Call for Emotion Modeling in Interactive Storytelling“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, Nr. 4 (30.06.2021): 89–92. http://dx.doi.org/10.1609/aiide.v9i4.12633.
Der volle Inhalt der QuelleGoslen, Alex, Dan Carpenter, Jonathan Rowe, Roger Azevedo und James Lester. „Robust Player Plan Recognition in Digital Games with Multi-Task Multi-Label Learning“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, Nr. 1 (11.10.2022): 105–12. http://dx.doi.org/10.1609/aiide.v18i1.21953.
Der volle Inhalt der QuelleFloyd, Calvin Michael, Matthew Hoffman und Ernest Fokoue. „Shot-by-shot stochastic modeling of individual tennis points“. Journal of Quantitative Analysis in Sports 16, Nr. 1 (26.03.2020): 57–71. http://dx.doi.org/10.1515/jqas-2018-0036.
Der volle Inhalt der QuelleMin, Wookhee, Bradford Mott, Jonathan Rowe, Robert Taylor, Eric Wiebe, Kristy Boyer und James Lester. „Multimodal Goal Recognition in Open-World Digital Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, Nr. 1 (25.06.2021): 80–86. http://dx.doi.org/10.1609/aiide.v13i1.12939.
Der volle Inhalt der QuelleYu, Hong, und Tyler Trawick. „Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, Nr. 1 (09.10.2011): 208–13. http://dx.doi.org/10.1609/aiide.v7i1.12442.
Der volle Inhalt der QuelleDissertationen zum Thema "Player modeling"
Anghileri, Davide. „Using Player Modeling to Improve Automatic Playtesting“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232059.
Der volle Inhalt der QuelleI denna uppsats presenterar vi två tillvägagångssätt för att förbättra automatisk speltestning genom modellering av spelare. Genom att modellera olika grupper av spelare kunde vi träna Convolutional Neural Network-baserade agenter för att simulera mänskligt spelande med hjälp av olika strategier som är lärda direkt från mänsklig spelardata. Målet är att använda de utvecklade agenterna för att förutsäga användbar metrik av nyskapat spelinnehåll. Vi validerade vårt tillvägagångssätt genom Candy Crush Saga, ett icke-deterministiskt 3-matchnings pusselspel med mer än tre tusen nivåer. Detta är första gången som spelarmodellering appliceras på ett 3-matchnings pusselspel. De presenterade tillvägagångssätten är mer generella och kan utökas till andra spel. De föreslagna tillvägagångssätten är jämförda med ett tillvägagångssätt som simulerar spelande genom en strategi som är lärd direkt från slumpmässig mänsklig spelardata. Resultatet visar att vårt tillvägagångssätt, genom simulering av olika strategier är, mer exakt för att förutsäga spelarens svårighet, mätt genom spelarens framgång, på nya nivåer. Båda tillvägagångssätten förbättrade mean absolute error med 13% och mean squared error med ungefär 23%. Dessutom kan de föreslagna tillvägagångssätten ge en användbar insikt för att bättre förstå spelarna och spelet.
Malkan, Nelson Anna. „Messages in games and player backgroundA player study about modeling and conveying emotional states through game rules and mechanics : A player study about modeling and conveying emotional states through game rules and mechanics“. Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414365.
Der volle Inhalt der QuelleSpel kan användas för att förmedla både budskap och mening. Trots att det finns omfattande forskning på hur man kan uttrycka sig med spel, så är forskning kring hur spelares bakgrund påverkar deras tolkning bristfällig. Den här studien utforskar detta genom att testa ett “expressivt spel” och urskilja om det finns någon koppling mellan hur människor upplever ett spel och deras personliga bakgrund och sinnesstämning. Vi utförde en spelarstudie för att undersöka den här frågan. För detta ändamål utvecklade vi det abstrakta, metaforiska spelet “Lorn”. Tillsammans med en online enkät, som ämnade att ta reda på spelarnas bakgrund och sinnesstämning, distribuerade vi spelet till potentiella deltagare. Efter att ha spelat spelet delgav deltagarna sina tolkningar av betydelsen, sina upplevelser av Lorn, och vilka känslor de kände när de spelade spelet. 15 personer deltog i studien. Våra resultat indikerar att det finns skillnader i hur människor tolkar budskap beroende på deras personliga bakgrund och sinnesstämning.
Lim, Chong-U. „Modeling player self-representation in multiplayer online games using social network data“. Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82409.
Der volle Inhalt der QuelleCataloged from PDF version of thesis.
Includes bibliographical references (p. 101-105).
Game players express values related to self-expression through various means such as avatar customization, gameplay style, and interactions with other players. Multiplayer online games are now often integrated with social networks that provide social contexts in which player-to-player interactions take place, such as conversation and trading of virtual items. Building upon a theoretical framework based in machine learning and cognitive science, I present results from a novel approach to modeling and analyzing player values in terms of both preferences in avatar customization and patterns in social network use. To facilitate this work, I developed the Steam-Player- Preference Analyzer (Steam-PPA) system, which performs advanced data collection on publicly available social networking profile information. The primary contribution of this thesis is the AIR Toolkit Status Performance Classifier (AIR-SPC), which uses machine learning techniques including k-means clustering, natural language processing (NLP), and support vector machines (SVM) to perform inference on the data. As an initial case study, I use Steam-PPA to collect gameplay and avatar customization information from players in the popular, and commercially successful, multi-player first-person-shooter game Team Fortress 2 (TF2). Next, I use AIR-SPC to analyze the information from profiles on the social network Steam. The upshot is that I use social networking information to predict the likelihood of players customizing their profile in several ways associated with the monetary values of their avatars. In this manner I have developed a computational model of aspects of players' digital social identity capable of predicting specific values in terms of preferences exhibited within a virtual game-world.
by Chong-U Lim.
S.M.
Loria, Enrica. „Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification“. Doctoral thesis, Università degli studi di Trento, 2004. http://hdl.handle.net/11572/299790.
Der volle Inhalt der QuelleLoria, Enrica. „Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification“. Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.
Der volle Inhalt der QuelleLoria, Enrica. „Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification“. Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.
Der volle Inhalt der QuelleMathema, Najma. „Predicting Plans and Actions in Two-Player Repeated Games“. BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8683.
Der volle Inhalt der QuelleYu, Hong. „A data-driven approach for personalized drama management“. Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53851.
Der volle Inhalt der QuelleCorreia, J. Steve. „Agent-based target detection in 3-dimensional environments“. Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2300.
Der volle Inhalt der QuelleVisual perception modeling is generally weak for game AI and computer generated forces (CGF), or agents, in computer games and military simulations. Several tricks and shortcuts are used in perceptual modeling. The results are, under certain conditions, unrealistic behaviors that negatively effect user immersion in games and call into question the validity of calculations in fine resolution military simulations. By determining what the computer-generated agent sees using methods similar to that used to generate the human players' screen view in 3- D virtual environments, we hope to present a method that can more accurately model human visual perception, specifically the major problem of a entity "hiding in plain sight"
Lieutenant, United States Navy
Vallim, Rosane Maria Maffei. „Mineração de fluxos contínuos de dados para jogos de computador“. Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-30082013-101303/.
Der volle Inhalt der QuelleOne of the challenges of Artificial Intelligence applied to games is behavior learning, where the objective is to use statistics derived from the interaction between the player and the game environment in order to recognize particular player characteristics or to monitor the evolution of a players behavior along time. The majority of work developed in this area applies models that were previously learned through the use of Machine Learning techniques. However, only a few pieces of work consider that the players behavior can evolve over time and, therefore, recognizing when behavior changes happen is the first step towards the production of games that adapt to the players needs. In order to detect changes in the behavior of a player, incremental algorithms are necessary, what motivates the study of change detection algorithms from the area of Data Stream Mining. However, some of the characteristics of the algorithms available in the literature make their application to the task of change detection in games unfeasible. To overcome these difficulties, this work proposes two new approaches for change detection. The first approach is based on an incremental clustering and novelty detection algorithm which is independent of the number and format of clusters and uses a mechanism for change detection based on sliding windows. The second approach, on the other hand, is based on the comparison of consecutive time windows using spectrograms created from the data inside each window. Experimental results using simulations and data from commercial games indicate the applicability of the proposed algorithms in the task of detecting a players changing behavior, as well as present their advantage when compared to other change detection algorithms available in the literature
Bücher zum Thema "Player modeling"
Binmore, K. G. Modeling rational players. London: London Schoolof Economics, 1986.
Den vollen Inhalt der Quelle findenMiller, Richard McDermott. Figure Sculpture in Wax and Plaster. Herausgegeben von Gloria Bley Miller. New York, USA: Dover Publications, 1987.
Den vollen Inhalt der Quelle findenModel-making: Materials and methods. Ramsbury: Crowood Press, 2008.
Den vollen Inhalt der Quelle findenSubduction: Insights from physical modeling. Dordrecht: Kluwer Academic Publishers, 1994.
Den vollen Inhalt der Quelle findenClayton, Peirce. The clay lover's guide to making molds: Designing, making, using. Asheville, N.C: Lark Books, 1998.
Den vollen Inhalt der Quelle findenGovers, Rob. Dynamics of lithospheric extension: A modeling study. [Utrecht: Faculteit Aardwetenschappen der Rijksuniversiteit te Utrecht, 1993.
Den vollen Inhalt der Quelle findenLouis, Lions Jacques, Hrsg. Modelling analysis and control of thin plates. Paris: Masson, 1988.
Den vollen Inhalt der Quelle findenBabeshko, Lyudmila, Mihail Bich und Irina Orlova. Econometrics and econometric modeling. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1141216.
Der volle Inhalt der QuelleHodges, Dewey H. Modeling of composite beams and plates for static and dynamic analysis. Atlanta, Ga: School of Aerospace Engineering, Georgia Institute of Technology, 1990.
Den vollen Inhalt der Quelle findenUnited States. National Aeronautics and Space Administration., Hrsg. Modeling of composite beams and plates for static and dynamic analysis. [Washington, DC: National Aeronautics and Space Administration, 1993.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Player modeling"
Farooq, Sehar Shahzad, und Kyung-Joong Kim. „Game Player Modeling“. In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_14-1.
Der volle Inhalt der QuelleBindewald, Jason M., Gilbert L. Peterson und Michael E. Miller. „Clustering-Based Online Player Modeling“. In Communications in Computer and Information Science, 86–100. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57969-6_7.
Der volle Inhalt der QuelleBindewald, Jason M., Gilbert L. Peterson und Michael E. Miller. „Trajectory Generation with Player Modeling“. In Advances in Artificial Intelligence, 42–49. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-18356-5_4.
Der volle Inhalt der QuelleLankoski, Petri. „Modeling Player-Character Engagement in Single-Player Character-Driven Games“. In Lecture Notes in Computer Science, 572–75. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03161-3_56.
Der volle Inhalt der QuelleLorenz, Ulf, und Tobias Tscheuschner. „Player Modeling, Search Algorithms and Strategies in Multi-player Games“. In Lecture Notes in Computer Science, 210–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11922155_16.
Der volle Inhalt der QuelleYoon, Tae Bok, Dong Moon Kim, Kyo Hyeon Park, Jee Hyong Lee und Kwan-Ho You. „Game Player Modeling Using D-FSMs“. In Lecture Notes in Computer Science, 490–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73354-6_54.
Der volle Inhalt der QuelleMissura, Olana, und Thomas Gärtner. „Player Modeling for Intelligent Difficulty Adjustment“. In Discovery Science, 197–211. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04747-3_17.
Der volle Inhalt der QuelleHsieh, Yung-Huan, Shintami C. Hidayati, Wen-Huang Cheng, Min-Chun Hu und Kai-Lung Hua. „Who’s the Best Charades Player? Mining Iconic Movement of Semantic Concepts“. In MultiMedia Modeling, 231–41. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04114-8_20.
Der volle Inhalt der QuelleYannakakis, Georgios N., und Manolis Maragoudakis. „Player Modeling Impact on Player’s Entertainment in Computer Games“. In User Modeling 2005, 74–78. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11527886_11.
Der volle Inhalt der QuelleBuede, Dennis M., Paul J. Sticha und Elise T. Axelrad. „Conversational Non-Player Characters for Virtual Training“. In Social, Cultural, and Behavioral Modeling, 389–99. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39931-7_37.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Player modeling"
Machado, Marlos C., Eduardo P. C. Fantini und Luiz Chaimowicz. „Player modeling: Towards a common taxonomy“. In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000359.
Der volle Inhalt der QuelleYang, Lingfeng. „Modeling player performance in rhythm games“. In ACM SIGGRAPH ASIA 2010 Sketches. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1899950.1899951.
Der volle Inhalt der QuelleSmith, Adam M., Chris Lewis, Kenneth Hullet und Anne Sullivan. „An inclusive view of player modeling“. In the 6th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2159365.2159419.
Der volle Inhalt der QuelleGray, Robert C., Jichen Zhu, Danielle Arigo, Evan Forman und Santiago Ontañón. „Player Modeling via Multi-Armed Bandits“. In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3402952.
Der volle Inhalt der QuelleHolmgard, Christoffer, Antonios Liapis, Julian Togelius und Georgios N. Yannakakis. „Evolving personas for player decision modeling“. In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932911.
Der volle Inhalt der QuelleRomanoff, Chris, und Chris Romanoff. „Comanche Player Station - Comanche simulation in the Aviation Warfighting Cell“. In Modeling and Simulation Technologies Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1997. http://dx.doi.org/10.2514/6.1997-3509.
Der volle Inhalt der QuelleCarneiro, Emanuel Mineda, Adilson Marques da Cunha und Luiz Alberto Vieira Dias. „Adaptive Game AI Architecture with Player Modeling“. In 2014 Eleventh International Conference on Information Technology: New Generations (ITNG). IEEE, 2014. http://dx.doi.org/10.1109/itng.2014.40.
Der volle Inhalt der QuelleAnagnostou, Kostas, und Manolis Maragoudakis. „Data Mining for Player Modeling in Videogames“. In 2009 13th Panhellenic Conference on Informatics. IEEE, 2009. http://dx.doi.org/10.1109/pci.2009.28.
Der volle Inhalt der QuelleSynnaeve, Gabriel, Pierre Bessière, Ali Mohammad-Djafari, Jean-François Bercher und Pierre Bessiére. „Bayesian Modeling of a Human MMORPG Player“. In BAYESIAN INFERENCE AND MAXIMUM ENTROPY METHODS IN SCIENCE AND ENGINEERING: Proceedings of the 30th International Workshop on Bayesian Inference and Maximum Entropy Methods in Science and Engineering. AIP, 2011. http://dx.doi.org/10.1063/1.3573658.
Der volle Inhalt der QuellePedersen, Chris, Julian Togelius und Georgios N. Yannakakis. „Modeling player experience in Super Mario Bros“. In 2009 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2009. http://dx.doi.org/10.1109/cig.2009.5286482.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Player modeling"
Trinh, K. V. Modeling the in-plane tension failure of composite plates. Office of Scientific and Technical Information (OSTI), November 1997. http://dx.doi.org/10.2172/563207.
Der volle Inhalt der QuelleBabuska, I., und L. Li. Hierarchic Modeling of Plates. Fort Belvoir, VA: Defense Technical Information Center, Dezember 1990. http://dx.doi.org/10.21236/ada232754.
Der volle Inhalt der QuelleAndrews, Sydney. Chemical Condensation During Planet Formation: Modeling Parameters. Office of Scientific and Technical Information (OSTI), Juli 2014. http://dx.doi.org/10.2172/1148970.
Der volle Inhalt der QuelleRensink, M. E., und T. D. Rognlien. Modeling impurities and tilted plates in the ITER divertor. Office of Scientific and Technical Information (OSTI), Juli 1996. http://dx.doi.org/10.2172/371415.
Der volle Inhalt der QuelleCelmins, Aivars K. Fuzzy Modeling of Armor Plate Bending by Blast. Fort Belvoir, VA: Defense Technical Information Center, August 1990. http://dx.doi.org/10.21236/ada226388.
Der volle Inhalt der QuelleTatlicioglu, E., Ian D. Walker und Darren M. Dawson. Dynamic Modelling for Planar Extensible Continuum Robot Manipulators. Fort Belvoir, VA: Defense Technical Information Center, Januar 2006. http://dx.doi.org/10.21236/ada462495.
Der volle Inhalt der QuelleBattaile, Corbett Chandler, Harry K. Moffat, Amy Cha-Tien Sun, David George Enos, Lysle M. Serna und Neil Robert Sorensen. Modeling pore corrosion in normally open gold- plated copper connectors. Office of Scientific and Technical Information (OSTI), September 2008. http://dx.doi.org/10.2172/942183.
Der volle Inhalt der QuellePetravic, M. Modeling of ultra-high recycling divertors with the PLANET code. Office of Scientific and Technical Information (OSTI), Juli 1993. http://dx.doi.org/10.2172/10176221.
Der volle Inhalt der QuelleAbboud, Alexander. Modeling of Radiolytic Hydrogen Generation of Irradiated Surrogate Aluminum Plates. Office of Scientific and Technical Information (OSTI), März 2022. http://dx.doi.org/10.2172/1924440.
Der volle Inhalt der QuelleFreeman, Janine, Jonathan Whitmore, Leah Kaffine, Nate Blair und Aron P. Dobos. System Advisor Model: Flat Plate Photovoltaic Performance Modeling Validation Report. Office of Scientific and Technical Information (OSTI), Dezember 2013. http://dx.doi.org/10.2172/1115788.
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