Zeitschriftenartikel zum Thema „Player modeling“
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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 QuelleGupta, Anisha, Dan Carpenter, Wookhee Min, Jonathan Rowe, Roger Azevedo und James Lester. „Enhancing Multimodal Goal Recognition in Open-World Games with Natural Language Player Reflections“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, Nr. 1 (11.10.2022): 37–44. http://dx.doi.org/10.1609/aiide.v18i1.21945.
Der volle Inhalt der QuelleMin, Wookhee, Alok Baikadi, Bradford Mott, Jonathan Rowe, Barry Liu, Eun Young Ha und James Lester. „A Generalized Multidimensional Evaluation Framework for Player Goal Recognition“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, Nr. 1 (25.06.2021): 197–203. http://dx.doi.org/10.1609/aiide.v12i1.12880.
Der volle Inhalt der QuelleSarratt, Trevor. „Leveraging Communication for Player Modeling and Cooperative Play“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, Nr. 6 (29.06.2021): 14–17. http://dx.doi.org/10.1609/aiide.v10i6.12695.
Der volle Inhalt der QuelleHolmgård, Christoffer, Julian Togelius und Georgios Yannakakis. „Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, Nr. 1 (30.06.2021): 142–48. http://dx.doi.org/10.1609/aiide.v9i1.12670.
Der volle Inhalt der QuelleSyufagi, Moh Aries, Mochamad Hariadi und Mauridhi Hery Purnomo. „Petri Net Model for Serious Games Based on Motivation Behavior Classification“. International Journal of Computer Games Technology 2013 (2013): 1–12. http://dx.doi.org/10.1155/2013/851287.
Der volle Inhalt der QuelleRevie, Matthew, Kevin J. Wilson, Rob Holdsworth und Stuart Yule. „On modeling player fitness in training for team sports with application to professional rugby“. International Journal of Sports Science & Coaching 12, Nr. 2 (27.02.2017): 183–93. http://dx.doi.org/10.1177/1747954117694736.
Der volle Inhalt der QuelleBunian, Sara, Alessandro Canossa, Randy Colvin und Magy Seif El-Nasr. „Modeling Individual Differences in Game Behavior Using HMM“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, Nr. 1 (25.06.2021): 158–64. http://dx.doi.org/10.1609/aiide.v13i1.12942.
Der volle Inhalt der QuellePedersen, C., J. Togelius und G. N. Yannakakis. „Modeling Player Experience for Content Creation“. IEEE Transactions on Computational Intelligence and AI in Games 2, Nr. 1 (März 2010): 54–67. http://dx.doi.org/10.1109/tciaig.2010.2043950.
Der volle Inhalt der QuelleKrishnan, Abhijeet, Aaron Williams und Chris Martens. „Towards Action Model Learning for Player Modeling“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, Nr. 1 (12.04.2021): 238–44. http://dx.doi.org/10.1609/aiide.v16i1.7436.
Der volle Inhalt der QuelleGunes, M., Gokhan Solak, Ugur Akin, Omer Erden und Sanem Sariel. „A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, Nr. 1 (25.06.2021): 169–75. http://dx.doi.org/10.1609/aiide.v12i1.12886.
Der volle Inhalt der QuelleIsaksen, Aaron, und Andy Nealen. „Comparing Player Skill, Game Variants, and Learning Rates Using Survival Analysis“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, Nr. 5 (24.06.2021): 15–21. http://dx.doi.org/10.1609/aiide.v11i5.12846.
Der volle Inhalt der QuelleButler, Eric. „Player Knowledge Modeling in Game Design Feedback and Automation“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, Nr. 6 (30.06.2021): 2–5. http://dx.doi.org/10.1609/aiide.v9i6.12601.
Der volle Inhalt der QuelleHenderson, Nathan, Wookhee Min, Jonathan Rowe und James Lester. „Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, Nr. 1 (01.10.2020): 224–30. http://dx.doi.org/10.1609/aiide.v16i1.7434.
Der volle Inhalt der QuelleWu, Steven, und Luke Bornn. „Modeling Offensive Player Movement in Professional Basketball“. American Statistician 72, Nr. 1 (02.01.2018): 72–79. http://dx.doi.org/10.1080/00031305.2017.1395365.
Der volle Inhalt der QuelleGow, Jeremy, Robin Baumgarten, Paul Cairns, Simon Colton und Paul Miller. „Unsupervised Modeling of Player Style With LDA“. IEEE Transactions on Computational Intelligence and AI in Games 4, Nr. 3 (September 2012): 152–66. http://dx.doi.org/10.1109/tciaig.2012.2213600.
Der volle Inhalt der QuelleVoronov, R. V., A. A. Rogov, A. V. Brilev und E. A. Petrov. „Modeling Media Player Switching between Bit Rates“. Journal of Physics: Conference Series 1352 (Oktober 2019): 012060. http://dx.doi.org/10.1088/1742-6596/1352/1/012060.
Der volle Inhalt der QuelleHooshyar, Danial, Moslem Yousefi und Heuiseok Lim. „Data-Driven Approaches to Game Player Modeling“. ACM Computing Surveys 50, Nr. 6 (12.01.2018): 1–19. http://dx.doi.org/10.1145/3145814.
Der volle Inhalt der QuelleQuick, John M., und Robert K. Atkinson. „Modeling Gameplay Enjoyment, Goal Orientations, and Individual Characteristics“. International Journal of Game-Based Learning 4, Nr. 2 (April 2014): 51–77. http://dx.doi.org/10.4018/ijgbl.2014040104.
Der volle Inhalt der QuelleTorkjazi, Mohammad, Nathan Huynh und Ali Asadabadi. „Modeling the Truck Appointment System as a Multi-Player Game“. Logistics 6, Nr. 3 (22.07.2022): 53. http://dx.doi.org/10.3390/logistics6030053.
Der volle Inhalt der QuelleKermanidis, Katia Lida. „Identifying Latent Semantics in Action Games for Player Modeling“. International Journal of Gaming and Computer-Mediated Simulations 11, Nr. 2 (April 2019): 1–21. http://dx.doi.org/10.4018/ijgcms.2019040101.
Der volle Inhalt der QuelleValls-Vargas, Josep, Santiago Ontañón und Jichen Zhu. „Exploring Player Trace Segmentation for Dynamic Play Style Prediction“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, Nr. 1 (24.06.2021): 93–99. http://dx.doi.org/10.1609/aiide.v11i1.12782.
Der volle Inhalt der QuelleHolmgård, Christoffer, Antonios Liapis, Julian Togelius und Georgios Yannakakis. „Monte-Carlo Tree Search for Persona Based Player Modeling“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, Nr. 5 (24.06.2021): 8–14. http://dx.doi.org/10.1609/aiide.v11i5.12849.
Der volle Inhalt der QuelleWang, Zhikun, Abdeslam Boularias, Katharina Mülling und Jan Peters. „Modeling Opponent Actions for Table-Tennis Playing Robot“. Proceedings of the AAAI Conference on Artificial Intelligence 25, Nr. 1 (04.08.2011): 1828–29. http://dx.doi.org/10.1609/aaai.v25i1.8051.
Der volle Inhalt der QuelleNASH, JOHN F. „THE AGENCIES METHOD FOR MODELING COALITIONS AND COOPERATION IN GAMES“. International Game Theory Review 10, Nr. 04 (Dezember 2008): 539–64. http://dx.doi.org/10.1142/s0219198908002084.
Der volle Inhalt der QuelleIskandar Jurgensen, Stefan Ch, und Singmin Johanes Lo. „THE IMPACT OF LEADERSHIP STYLE AND ORGANIZATIONAL CULTURE TOWARDS PLAYER PERFORMANCE THROUGH PLAYER'S WORK SATISFACTION AT BINTANG PRATAMA BASKETBALL CLUB“. Dinasti International Journal of Digital Business Management 2, Nr. 1 (10.12.2020): 146–54. http://dx.doi.org/10.31933/dijdbm.v2i1.642.
Der volle Inhalt der QuelleWiggins, Joseph, Mayank Kulkarni, Wookhee Min, Bradford Mott, Kristy Boyer, Eric Wiebe und James Lester. „Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 14, Nr. 1 (25.09.2018): 243–49. http://dx.doi.org/10.1609/aiide.v14i1.13047.
Der volle Inhalt der QuelleRamirez, Alejandro, und Vadim Bulitko. „Automated Planning and Player Modeling for Interactive Storytelling“. IEEE Transactions on Computational Intelligence and AI in Games 7, Nr. 4 (Dezember 2015): 375–86. http://dx.doi.org/10.1109/tciaig.2014.2346690.
Der volle Inhalt der QuellePark, Hyunsoo, und Kyung-Joong Kim. „Active Player Modeling in the Iterated Prisoner’s Dilemma“. Computational Intelligence and Neuroscience 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/7420984.
Der volle Inhalt der QuelleWang, Zhikun, Abdeslam Boularias, Katharina Mülling und Jan Peters. „Balancing Safety and Exploitability in Opponent Modeling“. Proceedings of the AAAI Conference on Artificial Intelligence 25, Nr. 1 (04.08.2011): 1515–20. http://dx.doi.org/10.1609/aaai.v25i1.7981.
Der volle Inhalt der QuelleSupola, Bence, Thomas Hoch und Arnold Baca. „Modeling the formation of defensive gaps in basketball: Cutting on a teammate’s drive“. PLOS ONE 18, Nr. 2 (07.02.2023): e0281467. http://dx.doi.org/10.1371/journal.pone.0281467.
Der volle Inhalt der QuelleTreanor, Mike, Josh McCoy und Anne Sullivan. „Social Play in Non-Player Character Dialog“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, Nr. 4 (24.06.2021): 99–101. http://dx.doi.org/10.1609/aiide.v11i4.12838.
Der volle Inhalt der QuelleMustač, Kuzma, Krešimir Bačić, Lea Skorin-Kapov und Mirko Sužnjević. „Predicting Player Churn of a Free-to-Play Mobile Video Game Using Supervised Machine Learning“. Applied Sciences 12, Nr. 6 (09.03.2022): 2795. http://dx.doi.org/10.3390/app12062795.
Der volle Inhalt der QuelleYigit, Ahmet Talha, Baris Samak und Tolga Kaya. „An XGBoost-lasso ensemble modeling approach to football player value assessment“. Journal of Intelligent & Fuzzy Systems 39, Nr. 5 (19.11.2020): 6303–14. http://dx.doi.org/10.3233/jifs-189098.
Der volle Inhalt der QuelleChen, Hang. „A Data Mining-Based Model for Evaluating Tennis Players’ Training Movements“. Discrete Dynamics in Nature and Society 2022 (21.02.2022): 1–11. http://dx.doi.org/10.1155/2022/8950732.
Der volle Inhalt der QuelleSaadat, Samaneh, und Gita Sukthankar. „Contrast Motif Discovery in Minecraft“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, Nr. 1 (01.10.2020): 266–72. http://dx.doi.org/10.1609/aiide.v16i1.7440.
Der volle Inhalt der QuelleВан, Чен, Chen Wang, Владимир Викторович Мазалов, Vladimir Mazalov, Хунвей Гао und Hongwei Gao. „Controlling opinion dynamics and consensus and in a social network“. Mathematical Game Theory and Applications 12, Nr. 4 (23.12.2020): 24–39. http://dx.doi.org/10.17076/mgta_2020_4_24.
Der volle Inhalt der QuelleKosa, Mehmet, Ahmet Uysal und P. Erhan Eren. „Acceptance of Virtual Reality Games“. International Journal of Gaming and Computer-Mediated Simulations 12, Nr. 1 (Januar 2020): 43–70. http://dx.doi.org/10.4018/ijgcms.2020010103.
Der volle Inhalt der QuelleZhao, Sha, Yizhi Xu, Zhiling Luo, Jianrong Tao, Shijian Li, Changjie Fan und Gang Pan. „Player Behavior Modeling for Enhancing Role-Playing Game Engagement“. IEEE Transactions on Computational Social Systems 8, Nr. 2 (April 2021): 464–74. http://dx.doi.org/10.1109/tcss.2021.3052261.
Der volle Inhalt der QuelleSharma, Manu, Santiago Ontañón, Manish Mehta und Ashwin Ram. „DRAMA MANAGEMENT AND PLAYER MODELING FOR INTERACTIVE FICTION GAMES“. Computational Intelligence 26, Nr. 2 (Mai 2010): 183–211. http://dx.doi.org/10.1111/j.1467-8640.2010.00355.x.
Der volle Inhalt der QuelleVahlo, Jukka, Jouni Smed und Aki Koponen. „Validating gameplay activity inventory (GAIN) for modeling player profiles“. User Modeling and User-Adapted Interaction 28, Nr. 4-5 (13.11.2018): 425–53. http://dx.doi.org/10.1007/s11257-018-9212-y.
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