High Score! The Illustrated History of Electronic Games
High Score! The Illustrated History of Electronic Games
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Pro Java 6: Game Development with Java: 3D and JOGL
Pro Java 6: Game Development with Java: 3D and JOGL
Case-Based Planning and Execution for Real-Time Strategy Games
ICCBR '07 Proceedings of the 7th international conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
Transfer learning in real-time strategy games using hybrid CBR/RL
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
Playing to learn: case-injected genetic algorithms for learning to play computer games
IEEE Transactions on Evolutionary Computation
Hi-index | 12.05 |
This paper presents a strategy to design two-player videogames which are able to adapt themselves to the level of the layers who are playing at each moment. The goal of the strategy is to allow the players enjoying the game in spite of their different levels. A first tennis videogame (based on the classic Pong) which implements this strategy has already been developed and evaluated through user studies. In the paper we first motivate this work and survey related work. Then we describe the general strategy and its application to the case of the tennis videogame. We also present the user studies carried out and analyze the interesting results.