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Volumn 7248 LNCS, Issue , 2012, Pages 275-284

Digging deeper into platform game level design: Session size and sequential features

Author keywords

[No Author keywords available]

Indexed keywords

ADAPTATION MECHANISM; AFFECTIVE STATE; BUILDING MODEL; FREQUENT SEQUENCES; GAME EXPERIENCE; LEVEL DESIGN; PLAYER EXPERIENCE; RECENT TRENDS; VIDEO GAME;

EID: 84859351308     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/978-3-642-29178-4_28     Document Type: Conference Paper
Times cited : (11)

References (28)
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    • Cardamone, L., Yannakakis, G.N., Togelius, J., Lanzi, P.L.: Evolving Interesting Maps for a First Person Shooter. In: Di Chio, C., Cagnoni, S., Cotta, C., Ebner, M., Ekárt, A., Esparcia-Alcázar, A.I., Merelo, J.J., Neri, F., Preuss, M., Richter, H., Togelius, J., Yannakakis, G.N. (eds.) EvoApplications 2011, Part I. LNCS, vol. 6624, pp. 63-72. Springer, Heidelberg (2011)
    • (2011) LNCS , vol.6624 , pp. 63-72
    • Cardamone, L.1    Yannakakis, G.N.2    Togelius, J.3    Lanzi, P.L.4
  • 4
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    • Interactive evolution for the procedural generation of tracks in a high-end racing game
    • Cardamone, L., Loiacono, D., Lanzi, P.L.: Interactive evolution for the procedural generation of tracks in a high-end racing game. Interface, 395-402 (2011)
    • (2011) Interface , pp. 395-402
    • Cardamone, L.1    Loiacono, D.2    Lanzi, P.L.3
  • 7
    • 78651562124 scopus 로고    scopus 로고
    • Action recognition for support of adaptive gameplay: A case study of a first person shooter
    • Kazmi, S., Palmer, I.: Action recognition for support of adaptive gameplay: A case study of a first person shooter. International Journal of Computer Games Technology 1 (2010)
    • (2010) International Journal of Computer Games Technology , vol.1
    • Kazmi, S.1    Palmer, I.2
  • 13
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    • Evolving Behaviour Trees for the Mario AI Competition Using Grammatical Evolution
    • Di Chio, C., Cagnoni, S., Cotta, C., Ebner, M., Ekárt, A., Esparcia-Alcázar, A.I., Merelo, J.J., Neri, F., Preuss, M., Richter, H., Togelius, J., Yannakakis, G.N. (eds.) EvoApplications 2011, Part I. Springer, Heidelberg
    • Perez, D., Nicolau, M., O'Neill, M., Brabazon, A.: Evolving Behaviour Trees for the Mario AI Competition Using Grammatical Evolution. In: Di Chio, C., Cagnoni, S., Cotta, C., Ebner, M., Ekárt, A., Esparcia-Alcázar, A.I., Merelo, J.J., Neri, F., Preuss, M., Richter, H., Togelius, J., Yannakakis, G.N. (eds.) EvoApplications 2011, Part I. LNCS, vol. 6624, pp. 123-132. Springer, Heidelberg (2011)
    • (2011) LNCS , vol.6624 , pp. 123-132
    • Perez, D.1    Nicolau, M.2    O'Neill, M.3    Brabazon, A.4
  • 19
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    • Mining Sequential Patterns: Generalizations and Performance Improvements
    • Apers, P.M.G., Bouzeghoub, M., Gardarin, G. (eds.) EDBT 1996. Springer, Heidelberg
    • Srikant, R., Agrawal, R.: Mining Sequential Patterns: Generalizations and Performance Improvements. In: Apers, P.M.G., Bouzeghoub, M., Gardarin, G. (eds.) EDBT 1996. LNCS, vol. 1057, pp. 1-17. Springer, Heidelberg (1996)
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    • Srikant, R.1    Agrawal, R.2
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    • Entertainment modeling through physiology in physical play
    • Yannakakis, G.N., Hallam, J.: Entertainment modeling through physiology in physical play. Int. J. Hum.-Comput. Stud. 66, 741-755 (2008), http://dl.acm.org/citation.cfm?id=1410473.1410682
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.