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Volumn 265, Issue , 2005, Pages 429-433

The case for dynamic difficulty adjustment in games

Author keywords

AI; computer entertainment; dynamic difficulty adjustment; video games

Indexed keywords

AI; COMPUTER ENTERTAINMENT; DESIGN REQUIREMENTS; EFFECTIVE DYNAMICS; EVALUATION RESULTS; PLAYER EXPERIENCE; VIDEO GAME;

EID: 70350576015     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1178477.1178573     Document Type: Conference Paper
Times cited : (333)

References (19)
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    • Hunicke, R., LeBlanc, M, and Zubek, R., MDA, A Formal Approach to Game Design and Game Research. In Proceedings of the Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence (AAAI '04) (San Jose, California) AAAI Press, 2004. (Pubitemid 43208104)
    • (2004) AAAI Workshop - Technical Report , vol.WS-04-04 , pp. 1-5
    • Hunicke, R.1    Leblanc, M.2    Zubek, R.3
  • 10
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    • Ph.D. Thesis. Technical Report CMU-CS-02-206, School of Computer Science, Carnegie Mellon University, Pittsburgh, PA. December
    • Mateas, M.. Interactive Drama, Art, and Artificial Intelligence. Ph.D. Thesis. Technical Report CMU-CS-02-206, School of Computer Science, Carnegie Mellon University, Pittsburgh, PA. December 2002.
    • (2002) Interactive Drama, Art, and Artificial Intelligence
    • Mateas, M.1
  • 11
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.