2010
DOI: 10.1155/2010/536480
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Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter

Abstract: With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of "emergence" within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the "adaptive" mechanisms that tailor the pla… Show more

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Cited by 10 publications
(4 citation statements)
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“…Artificial and computational intelligence methods have been used to generate different aspects of content with or without human interference [28], [29], [30], [31], [32]. The creation of personalized content for either the player or the designer [28], [33], [34], [14], [35] already shapes a leading research direction within procedural content generation (PCG). The first step towards creating personalized content is to effectively model the relationship between player experience and content.…”
Section: And Kostas Karpouzismentioning
confidence: 99%
“…Artificial and computational intelligence methods have been used to generate different aspects of content with or without human interference [28], [29], [30], [31], [32]. The creation of personalized content for either the player or the designer [28], [33], [34], [14], [35] already shapes a leading research direction within procedural content generation (PCG). The first step towards creating personalized content is to effectively model the relationship between player experience and content.…”
Section: And Kostas Karpouzismentioning
confidence: 99%
“…Kazmi and Palmer describe a system, embodying both a PLAYER EXPERT and a DESIGNER, premised on analysing and interpreting player actions in terms of player skill and style [16]. In the context of a first-person shooter, their system matches a player to a playing style (novice or advanced), and adapts several aspects of the game and its mechanics accordingly.…”
Section: Player Expertmentioning
confidence: 99%
“…A recent overview of recently used techniques can be found in [19,24]. An interesting direction within the automatic content generation is the creation of personalized content [5,18,12]. Optimization of game aspects based on empirically derived models has mostly been focused on the impact of non player character NPC behavior and the adjustment of NPC behavioral parameters for maximizing satisfaction in games [1,8].…”
Section: Experience-driven Procedural Content Generationmentioning
confidence: 99%