نتایج جستجو برای: hexad scale player types

تعداد نتایج: 1061158  

2011
Kevin Gold

Probabilistic models were fit to logs of player actions in the card game Dominion in an attempt to find evidence of personality types that could be used to classify player behavior as well as generate probabilistic bot behavior. Expectation Maximization seeded with players’ self-assessments for their motivations was run for two different model types – Naive Bayes and a trigram model – to uncove...

2005
Carlos Duarte Luís Carriço

Digital Talking Books (DTBs) offer to visually impaired users an evolution of analogue talking books that mimics the interaction possibilities of print books. They offer the possibility to randomly access book content, present images and tables, annotate books, amongst other features. However, current DTB players with their usability and accessibility problems, limit the enjoyment of the reader...

2011
Lennart E. Nacke Chris Bateman Regan L. Mandryk

This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes...

2012
Tomás Brázdil Krishnendu Chatterjee Antonín Kucera Petr Novotný

We introduce consumption games, a model for discrete interactive system with multiple resources that are consumed or reloaded independently. More precisely, a consumption game is a finite-state graph where each transition is labeled by a vector of resource updates, where every update is a non-positive number or ω. The ω updates model the reloading of a given resource. Each vertex belongs either...

2013
Mehdi Farhangian Martin K. Purvis Maryam Purvis Bastin Tony Roy Savarimuthu

We present an investigation into the effects that player personality can have on team performance in games that have been designed to have a social purpose (‘‘serious games’’), such as games intended to enhance more consideration for the environment and for sustainable energy usage. The work involves multi-agent-based model of team play, where individual player personalities are characterized b...

2013
Ricardo Lopes Ken Hilf Luke Jayapalan Rafael Bidarra

The nature of most modern mobile games is different from that of most computer/console games, which are typically targeted at casual gamers and are played in a wide variety of space, time and device contexts. We argue that this feature of mobile games naturally fits with adaptive procedural content generation (PCG). In this paper, we propose the integration of two PCG-based approaches (experien...

Journal: :IACR Cryptology ePrint Archive 2010
Amjed Shareef

We consider the rational secret sharing problem introduced by Halpern and Teague[1], where players prefer to get the secret rather than not to get the secret and with lower preference, prefer that as few of the other players get the secret. Some positive results have been derived by Kol and Naor[3] by considering that players only prefer to learn. They have proposed an efficient m-out-of-n prot...

2017
Bryan Wilder

We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem of robustly optimizing a submodular function over the worst case from a set of scenarios. The challenge in computing equilibria is that both players’ strate...

Journal: :Dynamic Games and Applications 2015
Miquel Oliu-Barton

Differential games with asymmetric information were introduced by Cardaliaguet (2007). As in repeated games with lack of information on both sides (Aumann and Maschler (1995)), each player receives a private signal (his type) before the game starts and has a prior belief about his opponent’s type. Then, a differential game is played in which the dynamic and the payoff function depend on both ty...

2007
Kenneth D. Forbus Sven E. Kuehne

A major limitation of today's computer games is the shallowness of interactions with non-player characters. To build up relationships with players, NPCs should be able to remember shared experiences, including conversations, and shape their responses accordingly. We believe that progress in AI has already reached the point where research on using NLP and large KBs in games could lead to importa...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید