A framework for recognizing multi-agent action from visual evidence
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
Game Architecture and Design with Cdrom
Game Architecture and Design with Cdrom
IEEE Intelligent Systems
Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games
IEEE Intelligent Systems
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Game AI is Dead. Long Live Game AI!
IEEE Intelligent Systems
IEEE Spectrum
A semantic generation framework for enabling adaptive game worlds
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Towards player-driven procedural content generation
Proceedings of the 9th conference on Computing Frontiers
Digging deeper into platform game level design: session size and sequential features
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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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 player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of "emergence" which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.