Industrial Applications of Fuzzy Control
Industrial Applications of Fuzzy Control
Review: Intelligent Agents for Computer Games
CG '00 Revised Papers from the Second International Conference on Computers and Games
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Artificial Intelligence For Computer Games: An Introduction
Artificial Intelligence For Computer Games: An Introduction
AI Game Development
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Training feedforward neural networks using genetic algorithms
IJCAI'89 Proceedings of the 11th international joint conference on Artificial intelligence - Volume 1
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Entertainment modeling through physiology in physical play
International Journal of Human-Computer Studies
Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Preference learning for cognitive modeling: a case study on entertainment preferences
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Enjoyment recognition from physiological data in a car racing game
Proceedings of the 3rd international workshop on Affective interaction in natural environments
Dynamic game difficulty balancing for backgammon
Proceedings of the 49th Annual Southeast Regional Conference
Towards a generic framework for automated video game level creation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Incongruity-based adaptive game balancing
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Proceedings of the 9th conference on Computing Frontiers
Dynamic difficulty balancing for cautious players and risk takers
International Journal of Computer Games Technology
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This paper introduces quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Artificial neural networks (ANNs) and fuzzy ANNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we discuss the extensibility of the approach to other genres of digital entertainment and edutainment.