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Measuring player skill using dynamic difficulty adjustment
2018
Proceedings of the Australasian Computer Science Week Multiconference on - ACSW '18
Video games have a long history of use for educational and training purposes, as they provided increased motivation and learning for players. One of the limitations of using video games in this manner is, players still need to be tested outside of the game environment to test their learning outcomes. Traditionally, determining a player's skill level in a competitive game, requires players to compete directly with each other. Through the application of the Adaptive Training Framework, this work
doi:10.1145/3167918.3167939
dblp:conf/acsw/DemediukTRZML18
fatcat:3bguh5m5jra5doa5xf7b6bxbxi