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Elg 5100 project report anurag & jayanshuAnurag Das
The document describes a study that developed a size estimation model for board-based desktop games. The authors identified relevant parameters like number of rules, players, animation complexity, etc. They collected data from over 60 open source games to analyze the parameters and derive a linear regression model. The model was then assessed using various accuracy metrics and validated through cross-validation. A case study demonstrated how the model can be used to estimate the size of a new board game.
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2) It finds that participation significantly increases with tangible rewards but the effects do not last, and playing style shifts to classifying more images per round with incentives.
3) Player profiles can be categorized as beginners, snipers, champions, or trolls based on accuracy and participation levels.
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2) Statistical analyses found a significant difference in math scores between those who played an action game versus a non-action game. Playing an action game was associated with higher scores.
3) Gender was also found to significantly impact math scores, with ANOVA and contrasts analyses showing differences between male and female scores. However, linear regression found no clear linear relationship between gender and scores.
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(2) The introduction provides background on performance analysis in sports and its role in providing objective feedback to coaches and players. It also discusses previous research showing coaches have limited recall of matches and highlights the potential role of video analysis in validating coaches' assessments.
(3) The methodology section describes the plan to video record a university men's football team's matches and half-time talks, and then compare the coach's observations to analysis of the match footage to determine the validity of the team talks. Results will be shared with the coach but not aimed at changing
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Similar to Evaluating dynamic difficulty adaptivity in shoot'em up games - SBGames 2013
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Adaptation to player’s context is crucial issue in player-centric video games. It is realized at run time according to measurable player behavior and, hence, provides a huge potential for creating an augmented player experience with higher level of fun and satisfaction. Adaptation mechanisms applied to player-centric games have proven success in generating more pleasurable and immersive gameplay for entertainment games and better learning for serious games. The present holistic player-centric model is suited for adaptation control for any type of video game but especially for applied games where gameplay should fit performance, emotional state and style of individual learner. The outlined preliminary results of a case study with such an applied adaptive video game proves that adaptation of game mechanics, dynamics and aesthetics based on player´s performance and emotions model provides enhanced learning experiences.
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The document describes a study that developed a size estimation model for board-based desktop games. The authors identified relevant parameters like number of rules, players, animation complexity, etc. They collected data from over 60 open source games to analyze the parameters and derive a linear regression model. The model was then assessed using various accuracy metrics and validated through cross-validation. A case study demonstrated how the model can be used to estimate the size of a new board game.
This document summarizes a research project that aims to analyze gamer behavior profiles by using clustering algorithms on game telemetry data. The project involves collecting game data, preprocessing the data, applying clustering algorithms like K-means, DBSCAN, K-medoids and Gaussian Mixture Models to segment players into groups based on their gameplay behavior. It will then evaluate the results using metrics like Davies-Bouldin Index, Silhouette Score and Sum of Squared Errors to validate the clusters. The goal is to help game developers better understand player tendencies to improve games and increase popularity.
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Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. CounterStrike: Global Offensive (CS:GO), as a round-based game with abundant expert demonstrations, provides an excellent environment for multi-player round-based sequential reasoning. In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions. We adopt few-shot learning to sample multiple rounds in a match, and modified model agnostic meta-learning algorithm Reptile for the meta-learning loop. We formulate each round as a multi-task sequence generation problem. Our state representations combine action encoder, team encoder, player features, round attribute encoder, and economy encoders to help our agent learn to reason under this specific multi-player round-based scenario. A complete ablation study and comparison with the greedy approach certify the effectiveness of our model. Our research will open doors for interpretable AI for understanding episodic and long-term purchasing strategies beyond the gaming community.
In the domain of Sport Analytics, Global Positioning Systems devices are intensively used as they permit to retrieve players' movements. Team sports' managers and coaches are interested on the relation between players' patterns of movements and team performance, in order to better manage their team. In this paper we propose a Cluster Analysis and Multidimensional Scaling approach to find and describe separate patterns of players movements. Using real data of multiple professional basketball teams, we find, consistently over different case studies, that in the defensive clusters players are close one to another while the transition cluster are characterized by a large space among them. Moreover, we find the pattern of players' positioning that produce the best shooting performance.
This document discusses predicting the outcome of cricket matches and assisting coaches. It will use algorithms like Naive Bayes and ID3 to predict matches based on factors such as home advantage, toss result, and team combination. These predictions will determine betting odds. The system will also assist coaches by selecting the best team using player records and using algorithms like Gale-Shapley to determine the optimal batting order. The document reviews several research papers on related topics and summarizes previous work on analyzing cricket matches.
GVGAI Single-Player Learning Competition at IEEE CIG17Jialin LIU
This document summarizes the General Video Game AI (GVGAI) Single-Player Learning Competition held in 2017. The top agent, sampleRandom, used e-greedy exploration to learn how to play unseen games with only the game observation provided and no forward model. Six agents participated in the competition, with sampleRandom ranking first in both the training and test sets. The document concludes with plans to improve future competitions, such as providing stronger sample agents and better recording of game play.
Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with ...Irene Celino
1) The document analyzes data from the Night Knights GWAP to understand how player participation, accuracy, and behavior are affected by incentives, playing style, task difficulty, and variety.
2) It finds that participation significantly increases with tangible rewards but the effects do not last, and playing style shifts to classifying more images per round with incentives.
3) Player profiles can be categorized as beginners, snipers, champions, or trolls based on accuracy and participation levels.
This document presents a literature review on existing football match result prediction systems and their limitations. It then proposes developing an improved prediction system using knowledge discovery in databases (KDD) and data mining techniques. Specifically, it will gather 9 features that affect match results and use artificial neural networks (ANN) and logistic regression to predict outcomes, aiming for higher accuracy than existing systems. The literature review finds most similar systems achieved prediction accuracies between 55-95% but had limitations like insufficient features, complexity, or only predicting one team's results. The proposed system seeks to overcome these by including more relevant features through data mining tools.
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The document discusses using reinforcement learning techniques to develop a gaming bot that can learn to play blackjack and other games. Specifically, it proposes using Q-learning, a model-free reinforcement learning approach, to train an agent to learn an optimal blackjack strategy based on rewards and punishments received from the environment during gameplay. It also discusses using Monte Carlo prediction and actor-critic learning methods to help overcome some of the limitations of traditional machine learning approaches for developing gaming bots. The goal is to eventually create an agent that can learn a variety of games in an open-ended, human-like manner through reinforcement learning.
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Hybrid Approach of Agent-based and Gaming Simulations for Stakeholder Accreditation
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September 6th, 2012 (Taipei, Taiwan)
1) The study analyzed a dataset of 30 students who took a math test before and after playing a video game. It investigated if playing an action video game improved math scores and if gender played a role.
2) Statistical analyses found a significant difference in math scores between those who played an action game versus a non-action game. Playing an action game was associated with higher scores.
3) Gender was also found to significantly impact math scores, with ANOVA and contrasts analyses showing differences between male and female scores. However, linear regression found no clear linear relationship between gender and scores.
Testing the Validity of a University Football Team’s Half-Time Team Talk with...Ben Wrigglesworth
(1) This document presents a student's research project investigating the validity of a university football team's half-time team talks using videotape analysis.
(2) The introduction provides background on performance analysis in sports and its role in providing objective feedback to coaches and players. It also discusses previous research showing coaches have limited recall of matches and highlights the potential role of video analysis in validating coaches' assessments.
(3) The methodology section describes the plan to video record a university men's football team's matches and half-time talks, and then compare the coach's observations to analysis of the match footage to determine the validity of the team talks. Results will be shared with the coach but not aimed at changing
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To adapt game difficulty upon game character’s strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure diversity in results, and rarely attempted to coordinate content generation and behaviour control together. This paper suggests a solution that is based on multi-level swarm model and ecosystem mechanism, in order to provide a more flexible way of game balance control.
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In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
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This document is a statement of originality for a final year project by Benjamin Murphy on using genetic algorithms and player modelling techniques. It certifies that the work described is the result of Benjamin's own investigation and has not been submitted for any other award. Any materials from other sources have been fully referenced. The project will investigate genetic algorithms and create a demonstration game where a genetic algorithm learns to play against a human player. Player modelling will then be used to improve the fitness functions based on the player's actions. The objectives are to create a simple game to visualize the genetic algorithm, write a genetic algorithm to produce generations of organisms to traverse the game level, and investigate additional techniques to enhance behavior.
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Evaluating dynamic difficulty adaptivity in shoot'em up games - SBGames 2013
1. Evaluating dynamic difficulty adaptivity
in shoot’em up games
Bruno Baère Pederassi Lomba de Araujo and Bruno Feijó
baere@icad.puc-rio.br, bfeijo@inf.puc-rio.br
Visionlab/ICAD - PUC-Rio
SBGames 2013
October 16th, 2013
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 1 / 35
2. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 2 / 35
3. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 3 / 35
4. Summary
Summary of this research:
Study of dynamic difficulty adaptivity and player modelling.
Study of previous work (industry and academia).
Implementation of a dynamic difficulty adaptive system for shoot’em up
games based on Charles and Black’s framework (Charles et al., 2005).
Tests with players (casual and hardcore): 35 subjects.
Evaluation of the dynamic difficulty adaptivity system from the perspective of
flow theory (Csikszentmihalyi, 1990) and the model of core elements of the
game experience (CEGE) (Cálvillo-Gámez et al., 2010).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 4 / 35
5. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
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6. Previous work
First documented use of dynamic adaptivity in games: Zanac (Compile,
1986).
Dynamic adaptive system framework (Charles and Black, 2004; Charles et al.,
2005).
Player performance-driven powerups in FPS (Hunicke and Chapman, 2004;
Hunicke, 2005).
Adaptive pong for two players (Ibañez and Delgado-Mata, 2011).
Infinite adaptive Mario (Weber, 2010b; Weber, 2010a; Weber, 2010c).
Dynamic scripting (Spronck et al., 2006).
Fuzzy rules, fuzzy state machines, genetic algorithms (Demasi and Cruz,
2003a; Demasi and Cruz, 2003c; Demasi and Cruz, 2003b).
M5P classifier (Machado et al., 2011a).
Player modelling support for adapting the game (Yannakakis and
Maragoudakis, 2005; Yannakakis, 2008; Yannakakis and Hallam, 2008).
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7. Commercial games
Some examples:
Figure: Left4Dead. Source: (Valve
Corporation, 2008).
Figure: GundeadliGne. Source: (Android,
2010).
Others include: Mario Kart 64 (Nintendo EAD, 1996), Max Payne
(Entertainment, 2001).
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8. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
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9. Game
Game - Juul (2003)’s definition
Formal system of rules
Player exerts effort working with this rule set
Player is emotionally linked to the result
Game - Additional definitions
Fun: When players understand and dominate the challenges (Koster, 2004)
Boredom: Lack of new patterns (or challenges) or difficulty too high or too
low (Koster, 2004)
Anti-Buddhism: “Die and remember”, players sacrifice lives for the
knowledge gained in such way (Poole, 2007; Xavier, 2010)
Difficulty: Challenge-Skill relationship
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10. Flow
(Csikszentmihalyi, 1990)
“. . . a feeling of complete
and energized focus in an
activity, with a high level of
enjoyment and fulfillment.”
(Schell, 2011). Figure: Flow channel. Extracted from
(Cowley et al., 2008).
Elements of flow
Clear objectives
No distractions
Direct feedback
Continuous challenge
Individual
Autotelic personality (seeks flow
state)
Skills proportional to the challenge
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11. Player
Defining the player
Interacts with the game
Seeks fun (Huizinga, 2010; Koster, 2004)
Classifying the player
Demographic classifications (Schell, 2011, pp. 99–102), (Novak, 2011)
Psycho-types (Myers-Briggs, Bartle (1996), LeBlanc etc.)
Casual X Hardcore
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12. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
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13. Dynamic Difficulty Adaptivity
What for?
Personalize the game experience by a dynamic factor such as player’s skills.
(Lopes and Bidarra, 2011).
Characteristics
Online X Offline
Requirements: (Andrade et al., 2006)
Identify and adapt to player skill
Perceive and register player evolution
Changes should be discrete and credible
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14. Player Modelling
What is it?
Technique to infer higher order attributes from the player using game-play data so
the player can be classified.
Taxonomy proposals
(Machado et al., 2011b; Machado et al., 2011c).
(Smith et al., 2011).
How to do it?
Fuzzy models (Demasi and Cruz, 2003a).
Supervised learning (Missura and Gärtner, 2009).
Neural networks (Yannakakis and Maragoudakis, 2005; Pedersen et al., 2009;
Yannakakis, 2008; Yannakakis and Hallam, 2008).
Charles and Black’s framework (Charles and Black, 2004; Charles et al.,
2005).
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15. Charles and Black’s framework
Figure: Charles and Black’s player modelling adaptive framework. Source: (Charles and
Black, 2004).
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16. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
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18. Methodology
Shoot’em up game
Adaptive version x Non-adaptive version
Implementation of (Charles et al., 2005)’s framework.
3 lives
Initial setup for both versions: Easy, Medium, Hard
Enemies comes in waves (adaptivity occurs between waves in the adaptive
version)
Enemies variables controlled by difficulty:
V = {speed, shotDelay, halfRange} (1)
C++, Lua, ClanLib
Test group: 35 players
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19. Adaptive algorithm
Based on (Charles and Black, 2004)’s framework
Adaptive method proposed by (Houlette, 2004).
Table: Player models implemented
Easy Medium Hard
Min Max Min Max Min Max
Accuracy 0.0 0.3 0.3 0.6 0.6 1.0
Lives variation 0.6 1.0 0.3 0.6 0.0 0.3
Enemies per wave 0.0 0.3 0.3 0.6 0.6 1.0
Enemies total 0.0 0.3 0.3 0.6 0.6 1.0
Total 0.6 1.9 1.2 2.4 1.8 3.3
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22. Adaptive system
Figure: Superposition of our system to Charles and Black (2004)’s framework.
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23. Evaluating with player testing
Population: 35 players
Following Fullerton et al. (2008)’s recommendations.
Players tested both versions of the game, not knowing which version was
being played each time. First version was exchanged between players to avoid
learning bias.
Three steps:
Pre-test questionnaire: player self-evaluates as casual or hardcore.
Versions playtest followed each by a post-game experience questionnaire.
Interview to assess subjective and qualitative data, following Hoonhout
(2008)’s recommendation.
Post-game experience questionnaire used the CEGE framework
(Cálvillo-Gámez, 2009; Cálvillo-Gámez et al., 2010) for evaluation of game
experience.
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24. Core elements of game experience (CEGE) framework
Used to detect which version gave the player the best experience in terms of
those elements
38-item questionnaire in a 7-point Likert scale that evaluates to 2 scales
Table: Relationship between questionnaire questions and game experience factors,
adapted from Cálvillo-Gámez et al., 2010, p. 65.
Items Factor
1, 4, 5 Enjoyment
2, 3 Frustration
6–38 Core Elements of Game Experience
6–25, 38 Puppetry
26–37 Videogame
6–12, 25, 28 Control
13–18 Facilitators
19–25 Ownership
26–31 Environment
32–37 Game-play
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25. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
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26. Results
Table: Participants summary - Sex, Classification
Participants
Total Male Female Casual Hardcore Non-player
35 16 19 18 16 1
% 46% 54% 51% 46% 3%
The self-classified non-player was considered casual for the rest of the
analysis.
Analysis considered the players divided between casual and hardcore
Version 1 refers to the adaptive version of the game.
Version 2 refers to the non-adaptive version of the game.
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27. Results - Hardcore players
Table: Comparison of CEGE scales for hardcore players
Comparison of CEGE scales for hardcore players
Version 1 Version 2
Factors Sum Mean Sum Mean Difference %
Scale1
Enjoyment 281 5,8542 285 5,9375 -1,40%
Frustration 74 2,3125 85 2,6563 -12,94%
CEGE 2925 5,5398 2880 5,4545 1,56%
Puppetry 1775 5,2827 1756 5,2262 1,08%
Video-game 1150 5,9896 1124 5,8542 2,31%
Scale2
Control 866 6,0139 859 5,9653 0,81%
Facilitators 478 4,9792 477 4,9688 0,21%
Ownership 529 4,7232 511 4,5625 3,52%
Environment 592 6,1667 566 5,8958 4,59%
Game-play 558 5,8125 558 5,8125 0,00%
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28. Results - Hardcore players
The adaptive version had a lower Frustration score than the non-adaptive for
hardcore players, although there was no significant difference in Enjoyment.
The difficulty surge when there was a change in enemies difficulty maintains
the hardcore players interest in the game.
Hardcore player’s intrinsic characteristics and autotelic personality explain
this result.
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29. Results - Casual players
Table: Comparison of CEGE scales for casual players
Comparison of CEGE scales for casual players
Version 1 Version 2
Factors Sum Mean Sum Mean Difference %
Scale1
Enjoyment 311 5,759259 336 6,222222 -7,44%
Frustration 73 2,027778 68 1,888889 7,35%
CEGE 3145 5,294613 3157 5,314815 -0,38%
Puppetry 1869 4,944444 1870 4,94709 -0,05%
Video-game 1276 5,907407 1287 5,958333 -0,85%
Scale2
Control 923 5,697531 910 5,617284 1,43%
Facilitators 483 4,472222 489 4,527778 -1,23%
Ownership 550 4,365079 546 4,333333 0,73%
Environment 637 5,898148 650 6,018519 -2,00%
Game-play 639 5,916667 637 5,898148 0,31%
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30. Results - Casual players
The adaptive version was more frustrating for casual players. Both low score
in Enjoyment and high score in Frustration show this.
Shoot’em up genre has its peculiarities that may hinder casual players
enjoyment.
The characteristics that make a game enjoyable and interesting for hardcore
players are considered too hard and unencouraging for causal players
(Fortugno, 2008).
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31. Results - Game ending
12 players reached the end of the adaptive version
8 players reached the end of the non-adaptive version
Among the players who finished the game, 7 of 12 (58%) said that they
observed a difference in difficulty level although only 3 of the whole 35 (8%)
detected actual difficulty changes.
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32. Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
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33. Conclusion
Our results support the common-sense idea that hardcore players have a
better assimilation of the gaming experience.
Casual players presented a tendency to prefer the non-adaptive version.
“However, it is the rare player who is persistent enough to win the
game, mastering all levels. Most players eventually reach a level where
they spend so much time in the frustration zone that they give up on the
game.” Schell, 2011, p. 121.
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34. Contributions and future work
Contributions
Implementation and case-study of Charles and Black adaptive framework.
An efficient implementation of an adaptive shoot’em up game with online
learning.
Evaluation of dynamic difficulty adaptivity with casual and hardcore players,
showing that hardcore players experience can benefit from the use of dynamic
difficulty adaptivity
Future work
Test with other game genres. Shoot’em up is a niche game genre and further
research should consider other game genres and their idiosyncrasies in
implementing a dynamic difficulty adaptive system.
Study the possibility of including dynamic adaptivity in interactive storytelling
media.
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35. Evaluating dynamic difficulty adaptivity
in shoot’em up games
Bruno Baère Pederassi Lomba de Araujo and Bruno Feijó
baere@icad.puc-rio.br, bfeijo@inf.puc-rio.br
Visionlab/ICAD - PUC-Rio
SBGames 2013
October 16th, 2013
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