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Towards Deep Player Behavior Models in MMORPGs

Johannes Pfau, Jan David Smeddinck, Rainer Malaka
2018 The Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY '18  
We discuss their potential application in personalized challenges, autonomous game testing, human agent substitution, and online crime detection.  ...  Due to a steady increase in popularity, player demands for video game content are growing to an extent at which consistency and novelty in challenges are hard to attain.  ...  ACKNOWLEDGEMENTS We would like to thank all participants, as well as the private Lineage II server Imoriath for advertising the study.  ... 
doi:10.1145/3242671.3242706 dblp:conf/chiplay/PfauSM18 fatcat:lgo7mist2vcr7pg5qjd4ai7lwe

A Survey and Analysis of Techniques for Player Behavior Prediction in Massively Multiplayer Online Role-Playing Games

Brent Harrison, Stephen G. Ware, Matthew W. Fendt, David L. Roberts
2015 IEEE Transactions on Emerging Topics in Computing  
We discuss the strengths and weaknesses that each technique provides in the MMORPG environment using desiderata that outline the traits an algorithm should posses in an MMORPG.  ...  We hope that this discussion as well as the desiderata help future research done in this area. We also discuss how each of these classes of techniques could be applied to the MMORPG genre.  ...  Discussion of other possible applications of player modeling in MMORPGs (such as for bot detection or cheat detection) is beyond the scope of this paper.  ... 
doi:10.1109/tetc.2014.2360463 fatcat:bll2mpkj7bgqllkxfxwckexkje

Improved Mitigation of Cyber Threats in IIoT for Smart Cities: A New-Era Approach and Scheme

Semi Park, Kyungho Lee
2021 Sensors  
Experimental results using random forest show that our extracted features based on a game bot can achieve an average F1-score of 0.99903 using 10-fold validation.  ...  Consequently, data-driven security systems for analyzing massive amounts of data generated by smart cities have become essential.  ...  In analyzing a user's behavior, agents behaving abnormally are defined as bots. Bots and GFGs exhibit different patterns from normal users.  ... 
doi:10.3390/s21061976 pmid:33799668 fatcat:jdipjj77bvgntfmmq3uf44omqq

User evaluation of virtual reporting agents

Neil Madden, Brian Logan
2010 Proceedings of the Intelligent Narrative Technologies III Workshop on - INT3 '10  
In this paper we present the results of a live evaluation study performed using an instance of the online role-playing game Neverwinter Nights augmented with witness-narrator agents to provide in-game  ...  Many persistent online environments such as Massively-Multiplayer Online Games (MMOGs), feature weblogs and/or live reportage of participants' activities in the world.  ...  These coverage test were entirely automatic, using scripted bots to generate events which match as closely as possible those generated in an environment with human players.  ... 
doi:10.1145/1822309.1822314 dblp:conf/int-ws/MaddenL10 fatcat:wc7hzgx5lvfpjcvhvyclnwt3i4

Special Acknowledgements

1986 Forestry Chronicle  
The forming process of the cooperative cluster is motivated by technical as well as social reasons.  ...  For initiating and structuring the project, co-authoring the initial sets of questions and invitations, rewiewing and selecting the articles. (1) The interviews involved a list of interview topics that  ...  Other initiatives, such as the cross-disciplinary Backseat Playground project at the Interactive Institute in Sweden, look to lightweight but immersive interaction through an audio centric model, linking  ... 
doi:10.5558/tfc62299-4 fatcat:klk6pzomnrdrvachjneyvb6cku

Procedural Puzzle Generation: A Survey

Barbara De Kegel, Mads Haahr
2019 IEEE Transactions on Games  
Puzzles constitute an effective technique for improving gameplay by offering players interesting problems to solve, but the use of PCG for generating puzzles has been limited compared with its use for  ...  A particular challenge faced by such games is that the content and/or gameplay may become repetitive.  ...  In simulated-based evaluation, an AI agent attempts to solve the puzzle, implying that automatic solvers are sometimes used in puzzle generation.  ... 
doi:10.1109/tg.2019.2917792 fatcat:o3rmo5olhzc7bgmtz2lant6v6i

Exploring Asymmetric Roles in Mixed-Ability Gaming

David Gonçalves, André Rodrigues, Mike L. Richardson, Alexandra A. de Sousa, Michael J. Proulx, Tiago Guerreiro
2021 Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems  
By conducting an initial study, we share multiplayer gaming experiences of people with visual impairments collected from interviews with 10 adults and 10 minors, and 140 responses to an online survey.  ...  Our results underline how experiences unequal by design can give rise to an equitable joint experience.  ...  for an average of 28.1 minutes (SD=3.2) (over multiple attempts).  ... 
doi:10.1145/3411764.3445494 fatcat:plkx5gaqkfdbjmwnl3yrwhtx5m

Modeling the efficacy of persuasive strategies for different gamer types in serious games for health

Rita Orji, Julita Vassileva, Regan L. Mandryk
2014 User modeling and user-adapted interaction  
We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design.  ...  Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach.  ...  Although attempts have been made towards personalizing persuasive games, game player models have largely been ignored as a dimension for distinguishing different types of users.  ... 
doi:10.1007/s11257-014-9149-8 fatcat:op27v6czzzb2zgh6ny6y4mg5ya

13. Problem Mobile Phone Use in Spanish and British Adolescents: First steps towards a cross-cultural research in Europe [chapter]

Olatz Lopez-Fernandez
2015 The Psychology of Social Networking Vol.2  
Langer was supported by the Chilean National Fund for Scientific and Technological Development, CONICYT/PAI, Project N° 82130055 and the Chilean Millennium Scientific Initiative, Project N°.  ...  Although not given as an initial interpretation of these findings, one might suggest that the highly intimate nature of CA brings about a situation in which gameplay becomes a relational maintenance strategy  ...  When the avatar is engaged as an autonomous social agent, meaning is made as the player and avatar enter and participate in the game as partners, according to the benefits enjoyed by each agent in their  ... 
doi:10.1515/9783110473858-015 fatcat:7wtygoyu7nejfm3wydfzyv7zz4

A Metaverse: taxonomy, components, applications, and open challenges

Sang-Min Park, Young-Gab Kim
2022 IEEE Access  
With the technological development of deep learning-based high-precision recognition models and natural generation models, Metaverse is being strengthened with various factors, from mobile-based always-on  ...  Finally, we summarize the limitations and directions for implementing the immersive Metaverse as social influences, constraints, and open challenges.  ...  [202] proposed an I2A (Imagination-Augmented Agents) for deep RL combining model-free RL and model-based RL.  ... 
doi:10.1109/access.2021.3140175 fatcat:fnraeaz74vh33knfvhzrynesli

Report from Dagstuhl Seminar Artificial and Computational Intelligence in Games: AI-Driven Game Design 1 Executive Summary

Pieter Spronck, Elisabeth André, Michael Cook, Mike Preuß, Pieter Spronck, Elisabeth André, Michael Cook, Mike Preuß, Pieter Spronck, Elisabeth André, Michael Cook, Mike Preuß (+1 others)
Computational Intelligence in   unpublished
Thus, it fostered a better understanding of and unified vision on AI-driven game design, using input from both scientists as well as AI specialists from industry.  ...  Such techniques include procedural content generation, automated narration, player modelling and adaptation, and automated game design.  ...  Towards general models of player affect.  ... 
fatcat:auglacwl4vfttb65kjrmljsgbi

The construction of 'Nature' in the virtual worldSecond Life

Joseph S. Clark
2015 Environmental Education Research  
Andy gave me direction and encouragement, served as a scholarly role model, and was patient with my at-times glacial progress toward graduation.  ...  A charmed circle of warm, friendly, funny, and smart graduate students shared the journey with me and accepted this mid-lifer as one of their own. Faculty in FSU'  ...  Virtual environments can use modeling concepts rather than attempt precise replication of the real-world objects and systems they present: Although a simulation may not provide an authentic field experience  ... 
doi:10.1080/13504622.2015.1118754 fatcat:ohecewoajrgrfoc5lai23afbn4

Hyper-Image Network? An Investigation Into The Role Of Text And Image In The Design Of Hypertext Networks With Specific Consideration Of The World Wide Web

Vogelsang, Axel (Autor/in)
2007 Zenodo  
Design practice plays an important role in the discussion regarding digital writing and the iconic turn as it is held partly responsible for the shift from alphabetic text to the image by some of the theorists  ...  indicators for a paradigm shift towards a dominancy of the image for the purpose of information exchange.  ...  Whilst on first impressions, Google is simply another search engine, 144 <http://www.iterature.com> 145 'A bot (short for "robot") is a program that operates as an agent for a user or another program or  ... 
doi:10.5281/zenodo.44490 fatcat:osyyga7shrecneu2qfd2exdgly

Transactions of the Digital Games Research Association -- Vol. 3, No. 3

Paolo Ruffino, Esther MacCallum-Stewart, Garry Crawford
2018
An Actor-Network Theory Analysis Carina Assuncao Computer Gameplay and the Aesthetic Practices ofthe Self:Game Studies and the Late Work of Michel Foucault Feng Zhu Traumatic, Spectacular Prologues: AAA  ...  Players as Ethical Witnesses Joanna Cuttell Interpassivity and the Joy of Delegated Play in Idle Games Sonia Fizek  ...  ACKNOWLEDGEMENTS I am grateful to Markus Rautzenberg for pointing me towards the concept of interpassivity, which helped me form the analytical core for reading idle games.  ... 
doi:10.1184/r1/6687005.v2 fatcat:u5a2dbkszvh7pgfv2iko6i32li

Property in Virtual Worlds

Wian Erlank
2012 Social Science Research Network  
In this situation the NPC just acts as an agent of the game-code.  ...  and gameplay.  ... 
doi:10.2139/ssrn.2216481 fatcat:qjktkv7q4vgvvobi7kxzeptesq
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