Third International Workshop on Advanced Computational Intelligence 2010
DOI: 10.1109/iwaci.2010.5585209
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Dynamic difficulty adjustment realization based on adaptive neuro-controlled game opponent

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Cited by 5 publications
(7 citation statements)
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“…At the beginning of the game, Pacman is in position (1,1) and Ghosts are in (16, 16) cell. As default, there are 4 Ghosts, and the length of each ∆t is 10 ticks.…”
Section: Simulation Resultsmentioning
confidence: 99%
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“…At the beginning of the game, Pacman is in position (1,1) and Ghosts are in (16, 16) cell. As default, there are 4 Ghosts, and the length of each ∆t is 10 ticks.…”
Section: Simulation Resultsmentioning
confidence: 99%
“…Commonly, the difficulty level is adjusted only at the beginning of the game by selecting a difficulty level (Easy, Medium, Hard, and Insane) however it cannot be adjusted according to the gamers' actual expectation during the game [1]. It is desirable to automatically adjust the difficulty level as the game proceeds.…”
Section: Introductionmentioning
confidence: 99%
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“…Dynamic Difficulty Adaptation (DDA), also known as Dynamic Game Balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviours in a video game in real-time, based on the player's ability, in order to avoid them becoming bored (if the game is too easy) or frustrated (if it is too hard) (Huang et al, 2010). In recent years, studies have used different approaches to handle DDA.…”
Section: Adaptive Gamesmentioning
confidence: 99%
“…Since the repetition is necessary in the rehabilitation process, it is important to keep them motivated. A way to do it is by keeping them in the flow state (Huang et al, 2010).…”
Section: Introductionmentioning
confidence: 99%