نتایج جستجو برای: hexad scale player types
تعداد نتایج: 1061158 فیلتر نتایج به سال:
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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