Academic literature on the topic 'Angry Birds (Game)'

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Journal articles on the topic "Angry Birds (Game)"

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Lamb, John H. "Angry Birds Mathematics: Parabolas and Vectors." Mathematics Teacher 107, no. 5 (December 2013): 334–40. http://dx.doi.org/10.5951/mathteacher.107.5.0334.

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Umrani, Shabana. "Games based learning: A case of learning Physics using Angry Birds." Indian Journal of Science and Technology 13, no. 36 (September 26, 2020): 3778–84. http://dx.doi.org/10.17485/ijst/v13i36.853.

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Background/Objectives: Game-Based Learning (GBL) is an emerging term that has attained focus and appreciation at a remarkable level these days, the GBL plays a significant role to learn through games. Angry Birds (AB) is one of the games which are very popular among kids that they mostly spend more than 8 hours of the whole day to play this game. AB’s popularity among the kids is due to its user-friendly easy interface and easy rules. Interface and rules of the game reveal primary physics theories and concepts. This study is conducted to modify the AB interface in such a way that basic physics concepts can be taught to secondary school students using this Game Based Tool (GBT). The objective is to provide GBL tool to teachers and students. That will be helpful for teachers to teach the physics concepts in an interesting way to students.Methods/Statistical analysis: The interface of the AB game is modified in such a way that while students perform various actions to kill the targeted pigs, to hit the objects for scoring, they will be able to learn physics, i.e., projectile motion and some basic concepts of physics involved in achieving the goals. This paper will present the modified interface of AB and how that is used for physics learning. This study is carried to attempt the mentioned objective. The experiment was conducted on 80 students of secondary school,i.e. group 1 played traditional AB game and learned physics in classroom without gaming aid and group 2 learned physics theories in class and used the modified AB game for playing game additionally learned physics from the actions they performed during play. Findings: This study shown that simple and interesting games can be used for learning scientific theories for secondary school students. The study achieved improved results after implementing the lectures using GBL tool to teach physics. 30% of 40 students got 80% of scores in class using GBLT while 25% of 40 students got 80% in class without supplementary GBT. Novelty/Applications: This GBT may be advantageous for teachers and students. Keywords: GameBased learning; angry birds; Physics learning; mobile games
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Iivonen, Jaakko, and Yang Liu. "What Lead to the Successful Mobile Phone Game? – Story of birds who cannot fly but they have enough angriness." Journal on Innovation and Sustainability. RISUS ISSN 2179-3565 5, no. 1 (January 20, 2014): 71. http://dx.doi.org/10.24212/2179-3565.2014v5i1p71-79.

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This article will consist of analyzing some factors which are the most important forthe successful mobile phone game. There are going to be some common history of how mobilephone games are developed and how this whole game application business has started. Mainfocus in this article is based on analyzing and finding some key factors which are the mostrelevant for successful mobile phone game and how they can be designed. This article is notbased on technical details of mobile phones and there is only some information which consistsof a little bit of technical phrases. Angry Birds mobile phone game is excellent example ofsuccessful mobile game and it will be analyzed rather deeply in this article. Analyzing will notbe based on only how to play game but whole Angry Birds phenomenon will be considered.Developments of mobile phone games have been very fast even though the first and nowadaysclassic mobile phone games (such as Snake) become in 1970s. Last year has been golden agefor mobile phone game designers and this business area is still developing very fast. RovioEntertainment is one of the winners so far. Since few years ago Rovio was close to bankruptcyand nowadays it is globally known entertainment media company. Rovio is behind the AngryBirds which is the most popular mobile phone game.
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Stephenson, Matthew, Jochen Renz, and Xiaoyu Ge. "The Computational Complexity of Angry Birds and Similar Physics-Simulation Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (June 25, 2021): 241–47. http://dx.doi.org/10.1609/aiide.v13i1.12947.

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This paper presents several proofs for the computational complexity of the popular physics-based puzzle game AngryBirds. By using a combination of different gadgets within this game’s environment, we can demonstrate that the problem of solving Angry Birds levels is NP-hard. Proof of NP-hardness is by reduction from a known NP-complete problem, in this case 3-SAT. In addition, we are able to show that the original version of Angry Birds is within NP and therefore alsoNP-complete. These proofs can be extended to other physics-based games with similar mechanics.
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Stephenson, Matthew, and Jochen Renz. "Creating a Hyper-Agent for Solving Angry Birds Levels." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (June 25, 2021): 234–40. http://dx.doi.org/10.1609/aiide.v13i1.12946.

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Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been developed to solve the complex and challenging physical reasoning problems associated with such a game. However, the performance of these various agents is non-transitive and varies significantly across different levels. No single agent dominates all situations presented, indicating that different procedures are better at solving certain levels than others. We therefore propose the construction of a hyper-agent that selects from a portfolio of sub-agents whichever it believes is best at solving any given level. This hyper-agent utilises key features that can be observed about a level to rank the available candidate algorithms based on their expected score.The proposed method exhibits a significant increase in performance over the individual sub-agents, and demonstrates the potential of using such an approach to solve other physics-based games or problems.
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Tziortziotis, Nikolaos, Georgios Papagiannis, and Konstantinos Blekas. "A Bayesian Ensemble Regression Framework on the Angry Birds Game." IEEE Transactions on Computational Intelligence and AI in Games 8, no. 2 (June 2016): 104–15. http://dx.doi.org/10.1109/tciaig.2015.2494679.

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Du-Mim Yoon and Kyung-Joong Kim. "Challenges and Opportunities in Game Artificial Intelligence Education Using Angry Birds." IEEE Access 3 (2015): 793–804. http://dx.doi.org/10.1109/access.2015.2442680.

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Inan, Mehmet, and Fatih Dervent. "Making a digital game active: Examining the responses of students to the adapted active version." Pegem Eğitim ve Öğretim Dergisi 6, no. 1 (February 9, 2016): 113–32. http://dx.doi.org/10.14527/pegegog.2016.007.

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The purpose of this study was to examine the differences between the responses to the digital and the active version of Angry Birds . Participants of this study were comprised of 26 secondary school students who enrolled in a state or a private school. The data for the study were collected during the 2012-2013 school years by using a three question semi-structured interview. The responses to the interviews were analyzed with the qualitative method of content analysis. 6 categories and 31 codes were emerged from the responses of the students. According to responses of the students, entertainment was the most cited category and mostly referred to active games. Negative emotions were controllable in the active game play even students found it more challenging. This study has implications to design game based educational programs.
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Rodrigues, M., and P. Simeão Carvalho. "Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game." Physics Education 48, no. 4 (June 20, 2013): 431–37. http://dx.doi.org/10.1088/0031-9120/48/4/431.

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Giddings, Seth. "The phenomenology of Angry Birds: Virtual gravity and distributed proprioception in video game worlds." Journal of Gaming & Virtual Worlds 9, no. 3 (September 1, 2017): 207–24. http://dx.doi.org/10.1386/jgvw.9.3.207_1.

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Dissertations / Theses on the topic "Angry Birds (Game)"

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Câmara, Bárbara Bezerra Arruda. "Motivação e games: o uso do jogo Angry Birds com estudantes para o ensino de física." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/13971.

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CAPES; CNPq
Os jogos fazem parte do cotidiano humano. Aos jogos cabe a diversão, a ludicidade, a estimulação para a construção de conhecimentos, por isso eles fascinam crianças, jovens e adultos. A tecnologia possibilita avanços nos jogos e desenvolve o interesse em agregá-los nos contextos educacionais devido sua influência no cotidiano de crianças e jovens. Os jogos educacionais foram elaborados visando a facilitação da aprendizagem e são embasados teoricamente por questões pedagógicas. No entanto, muitas vezes, os conteúdos que são abordados por eles perdem a diversão, o desafio, as possibilidades de descobertas, fatores essenciais para motivar o aluno. Os jogos digitais não foram desenvolvidos visando objetivos educacionais, mas podem apresentar possibilidades educativas, assim, as novas demandas escolares apontam a necessidade do uso de jogos digitais neste contexto com o intuito de possibilitar uma nova forma de aprender que motiva e envolve mais o discente. A motivação no campo educacional é considerada essencial para favorecer a aprendizagem dos alunos. Nesta pesquisa, ela é estudada a partir da Teoria de Metas de Realização. Essa teoria aponta dois tipos de metas: Aprender e Performance. A meta Aprender é associada ao bom desempenho, à manutenção da atenção, ao interesse em sala de aula; a meta Performance pode ser associada a aspectos positivos como persistência e esforço (Meta Performance Aproximação) e a aspectos negativos como medo do fracasso e ansiedade (Meta Performance Evitação). Entendendo a importância que os jogos representam como estimuladores do desenvolvimento dos indivíduos e como meio para motivar o aluno, facilitando a aprendizagem, este estudo pretende investigar a possibilidade da utilização do jogo Angry Birds como meio para motivar os alunos pelo processo de ensino-aprendizagem da disciplina de Física. Assim, participaram desta pesquisa 21 alunos do nono ano de uma Escola Pública de João Pessoa. O método consistiu na elaboração de aulas em que houvesse a união dos conteúdos programáticos da disciplina e o jogo. Posteriormente foi aplicado a Escala de Motivação para Aprendizagem (EMAPRE) com o intuito de verificar a motivação discente. As aulas foram ministradas a partir das relações entre o jogo e os conteúdos, favorecendo momentos em que os alunos pudessem construir e verificar seus conhecimentos jogando o Angry Birds. Por fim, houve a reaplicação da EMAPRE com o intuito de verificar a motivação dos alunos após as aulas. Os resultados quantitativos apontaram aumento significativo na motivação dos estudantes e diminuição do comportamento de evitação em sala de aula. Os resultados demonstraram um aumento do interesse discente pelas aulas e pelo processo de aprendizagem, apontando uma maior motivação para este processo. Os resultados positivos desta pesquisa demonstram a necessidade de um maior interesse dos educadores pela inclusão dos jogos eletrônicos na escola porque é uma possibilidade de aproximar o ensino ao contexto dos discentes, tornando a educação algo interessante, desafiadora e prazerosa.
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Silva, Neto Manoel Coelho da. "Ensinando cinemática através da análise de movimentos em vídeos de captura de games." Volta Redonda, 2017. https://app.uff.br/riuff/handle/1/4222.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Universidade Federal Fluminense. Instituto de Ciências Exatas. Programa de Pós-Graduação em Ensino de Física. Volta Redonda,RJ.
Esta dissertação apresenta uma atividade de ensino centrada no aluno para tópicos de cinemática, utilizando Tecnologias de Informação e Comunicação (TICs) e o game Angry Birds como motivador do engajamento do aluno no processo de aprendizagem. Em nosso projeto, conduzido no Colégio Estadual Conde Pereira Carneiro, em Angra dos Reis, RJ, os alunos cumpriram atividades de recuperação escolar em aulas vagas do próprio turno de presença, onde, capturando uma sessão de jogo de Angry Birds em vídeo, posteriormente analisavam os movimentos nele contidos no software Tracker. Com isso, trabalharam-se todos os conceitos fundamentais da cinemática, como posição, deslocamento, velocidade e aceleração, além de tópicos da cinemática, como movimento uniforme, acelerado e de projéteis. Os resultados sugerem que este tipo de atividade é efetiva em promover uma maior aproximação do aluno à disciplina de Física, proporcionando engajamento e estimulando autonomia e independência no aprendizado do estudante, qualidades desejáveis em qualquer metodologia de ensino.
This work presents a student-centered teaching activity for teaching kinematics, using Communication and Information Tecnologies, and the game Angry Birds as the motivator for student engagement in the learning process. Our project, conducted at Colégio Estadual Conde Pereira Carneiro, in Angra dos Reis, RJ, consisted of sessions where students captured a playing session of Angry Birds in video, with later analysis of the motion of the birds through the software Tracker. They dealt, thus, with all the fundamental concepts of kinematics, such as position, displacement, velocity and acceleration, as well as with topics specific to kinematics, such as uniform and accelerated motion and projectile motion. The results suggest that this kind of activity promotes a greater closeness to the discipline of Physics, as well as engagement and independence in learning, something highly desirable in teaching and learning.
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Chiu, Siang-Jie, and 邱蘘絜. "Exploring Players’ Flow Experience to“Angry Birds” Mobile Casual Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/dm2mhy.

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碩士
國立臺中科技大學
多媒體設計系碩士班
101
Causal Mobile Games is a way to make players easy to participate and obtain more fun in a short time through deeply participating experience. A well-designed game is capable of leading a player into the state of concentration known as “flow” processing, in which gained enjoyment and pleasure. The theory of flow was first introduced by a psychologist who was Csikszentmihalyi in 1975. This theory means to a player completely engrossment into a game activity which to perceive best experiencing. How to use the players’ flow experience to assess the content of games that has already became an important issue. The aim of the research se is to explore and evaluate the flow experience while players’ are participating into the “Angry Birds”Causal Mobile Games. The three dimensions are applied to assess flow experience, which are players’ focus, control and pleasure. Furthermore, when players are participating in these games, Their Electroencephalography (EEG), operating behaviors and facial expressions are detected and recognized physiological reaction to explore their. The results are analyzed and concluded as the following: 1. The challenge levels of “Angry Birds” are significant to players’ flow experience. 2. The players’ gender has significantly effect on players’ flow experience. 3. The players’ has experience has no significant effect on player’s flow experience.
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Yang, Wan-Ling, and 楊婉鈴. "A STUDY ON FACTORS AFFECTING THE PLAYER’S PARTICIPATION INTENTIONS IN MOBILE GAME—A COMPARISON OF INTERNATIONAL APP GAMES: CANDY CRUSH AND ANGRY BIRDS." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/897sc6.

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碩士
銘傳大學
國際企業學系碩士在職專班
103
Game markers really want to know how to make wonderful and popular games. Follow the literature, the factors like “Game Difficulty Level”, “Perceived Playfulness”, “Network Externality”, and “Push Advertising of APP Games” might affecting the player’s participation intentions in mobile game. Thus, the purpose of this study are: (1) The factors are suitable or not. (2) The international APP games, Candy Crush and Angry Birds, are both making whole the world crazy, so the factors affecting the players’ participate intentions in Candy Crush and Angry Birds are different or not.(3) Study on factors affecting the player’s participation intentions in mobile game. The main research objects are university students because they are highest in technology acceptance. The samples are from Ming Chuan University and using Convenience Sampling. Finally, the study obtains several conclusions: (1) The factors affecting the players’ participate intentions are suitable. (2) The factors affecting the players’ participate intentions in Candy Crush and Angry Birds is only significant difference at “Game Difficulty Level”. (3) After the Logistic model analysis, it obtain the main factors affecting the player’s participation intentions in mobile game are “Game Difficulty Level” and “Perceived Playfulness”. Thus, in limited resources, the game makers need to strengthen “Perceived Playfulness” to attract players. At the same time, the game makers also need to be careful the setting about “Game Difficulty Level” because the level of game is too hard or too easy that both make players quit the game.
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Books on the topic "Angry Birds (Game)"

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1965-, Tobin Paul, and Randall Ron, eds. Super Angry Birds. San Diego, CA: Idea & Design Works, LLC, 2016.

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(Firm), Walter Foster, ed. Learn to draw Angry Birds. Irvine, Calif.]: Walter Foster Pub., Inc., 2012.

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Angry Birds Transformers: Robot Birds in disguise. London: Dorling Kindserley, 2014.

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Learn to draw Angry birds. Irvine, CA: Walter Foster, 2014.

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Angry Birds and Rovio Entertainment. New York: Rosen Publishing, 2015.

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Jorge, Santillan, ed. Angry Birds: Cheer up, Chuck. London: Ladybird Books, 2014.

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Let's make Angry Birds cakes. Irvine, CA: Walter Foster, a division of Quarto Publishing Group USA Inc, 2014.

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author, Dakin Glenn, ed. Angry Birds Star Wars character encyclopedia. London: Dorling Kindersley, 2014.

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author, Korhonen Kari 1973, ed. Angry Birds: Flight school. San Diego, CA: Idea & Design Works, LLC, 2017.

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1959-, Ferioli Pelaez Csar, Martn Oscar, Comicup Studio, Digikore Studios, and Rovio Entertainment, eds. Angry Birds comics: Sky high. San Diego, CA: Idea & Design Works, LLC, 2015.

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Book chapters on the topic "Angry Birds (Game)"

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Guerineau, David. "Creating a Game Menu and a Particles Effect: An Angry Birds-like Game, Part II." In Learn GameSalad for iOS: Game Development for iPhone, iPad, and HTML5, 203–45. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4357-1_7.

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Guerineau, David. "Learning Gravity, Basic Physics, and Camera Controls: An Angry Birds-like Game, Part I." In Learn GameSalad for iOS: Game Development for iPhone, iPad, and HTML5, 161–202. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4357-1_6.

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Barton, Matt. "Angry Birds: Slingshot to the Top." In Vintage Games 2.0, 333–36. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-54.

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"On the Trail of Angry Birds—Physics Engine Box2D." In iOS Game Development, 315–44. A K Peters/CRC Press, 2016. http://dx.doi.org/10.1201/b15241-9.

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Repnik, Robert, Dominik Robič, and Igor Pesek. "Physics Learning in Primary and Secondary Schools with Computer Games—An Example — Angry Birds." In E-Learning - Instructional Design, Organizational Strategy and Management. InTech, 2015. http://dx.doi.org/10.5772/60604.

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Conference papers on the topic "Angry Birds (Game)"

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Stephenson, Matthew, Jochen Renz, and Xiaoyu Ge. "The Computational Complexity of Angry Birds (Extended Abstract)." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/716.

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In this paper we present several proofs for the computational complexity of the physics-based video game Angry Birds. We are able to demonstrate that solving levels for different versions of Angry Birds is either NP-hard, PSPACE-hard, PSPACE-complete or EXPTIME-hard, depending on the maximum number of birds available and whether the game engine is deterministic or stochastic. We believe that this is the first time that a single-player video game has been proven EXPTIME-hard.
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Robic, D., and R. Repnik. "Computer game Angry Birds in teaching physics." In 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2015. http://dx.doi.org/10.1109/mipro.2015.7160358.

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Alam, Nowshin Faiza, Albertus Agung, Febri Abdullah, Pujana Paliyawan, and Ruck Thawonmas. "Singing with an Angry-Birds-like Game." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231716.

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Xu, Jingdi, Changeun Yang, Yuuki Okido, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. "An Angry Birds-like Game System for Promoting Players’ Emotion." In 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE). IEEE, 2018. http://dx.doi.org/10.1109/gcce.2018.8574848.

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Calle, Laura, Juan-Julián Merelo-Guervós, Mario García-Valdez, and Antonio Mora-García. "Speeding Up Evaluation of Structures for the Angry Birds Game." In 11th International Conference on Evolutionary Computation Theory and Applications. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0008365502370244.

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Fang, Zhou, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. "Towards an Angry-Birds-Like Game System for Promoting Mental Well-Being of Players using Art-Therapy-Embedded Procedural Content Generation." In 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE). IEEE, 2019. http://dx.doi.org/10.1109/gcce46687.2019.9015247.

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Stephenson, Matthew, and Jochen Renz. "Deceptive angry birds." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235775.

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Gamage, Chathura, Vimukthini Pinto, Jochen Renz, and Matthew Stephenson. "Deceptive Level Generation for Angry Birds." In 2021 IEEE Conference on Games (CoG). IEEE, 2021. http://dx.doi.org/10.1109/cog52621.2021.9619031.

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Ferreira, Lucas, and Claudio Toledo. "A search-based approach for generating Angry Birds levels." In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932912.

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Yoon, Du-Mim, Joo-Seon Lee, Hyun-Su Seon, Jeong-Hyeon Kim, and Kyung-Joong Kim. "Optimization of Angry Birds AI controllers with distributed computing." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317894.

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