Yannakakis

Results: 119



#Item
51Game design / Leisure / Gaming / Learning / Education / Dynamic game difficulty balancing / Georgios N. Yannakakis / Playware / Gameplay / Adaptive learning / Play / Video game

Real-time Adaptation of Augmented-Reality Games for Optimizing Player Satisfaction Georgios N. Yannakakis, Member, IEEE, and John Hallam Abstract— A first endeavor for optimizing player satisfaction in augmented-realit

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:32
52

1 Experience-Driven Procedural Content Generation Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE Abstract—Procedural content generation (PCG) is an increasingly important area of technology wi

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Source URL: www.itu.dk

Language: English - Date: 2011-09-03 02:16:25
    53

    Towards Adaptive Virtual Camera Control In Computer Games Paolo Burelli and Georgios N. Yannakakis Center For Computer Games Research IT University Of Copenhagen Rued Langgaards VejCopenhagen, Denmark

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    Source URL: www.paoloburelli.com

    Language: English - Date: 2011-07-18 11:15:28
      54

      Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate Georgios N. Yannakakis and John Hallam Maersk Mc-Kinney Moller Institute University of Southern Denmark Campusvej 55, Odense M, DK-5230

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      Source URL: www.itu.dk

      Language: English - Date: 2007-07-26 04:52:38
        55

        1 Real-time Game Adaptation for Optimizing Player Satisfaction Georgios N. Yannakakis, Member, IEEE, and John Hallam

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        Source URL: www.itu.dk

        Language: English - Date: 2009-06-06 02:25:57
          56

          Noname manuscript No. (will be inserted by the editor) Towards Affective Camera Control in Games Georgios N. Yannakakis · H´ector P. Mart´ınez · Arnav Jhala

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          Source URL: www.itu.dk

          Language: English - Date: 2010-09-15 01:50:58
            57

            1 Search-based Procedural Content Generation: A Taxonomy and Survey Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne

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            Source URL: www.itu.dk

            Language: English - Date: 2011-05-22 14:12:44
              58Game design / Academia / Leisure / Cognition / Formal sciences / Artificial intelligence / Video game development / Dynamic game difficulty balancing / Reinforcement learning / Learning / Neats and scruffies / Real-time strategy

              Real-time challenge balance in an RTS game using rtNEAT Jacob Kaae Olesen, Georgios N. Yannakakis, Member, IEEE, and John Hallam that NEAT is capable of matching the challenge of the AI agent to the skill of a hard-coded

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              Source URL: www.csse.uwa.edu.au

              Language: English - Date: 2009-02-05 01:17:34
              59Software / Gaming / Digital media / Tomb Raider series / Windows games / Video game development / Game design / Action-adventure games / Prediction / Dynamic game difficulty balancing / Machine learning / Tomb Raider

              Predicting Player Behavior in Tomb Raider: Underworld Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa and Georgios N. Yannakakis Abstract—This paper presents the results of an explorative study on

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              Source URL: game.itu.dk

              Language: English - Date: 2010-08-10 12:41:00
              60

              Modelling and evaluation of complex scenarios with the Strategy Game Description Language Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis Abstract— The Strategy Game Description Game Language (SGDL) is int

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              Source URL: www.lighti.de

              Language: English - Date: 2011-08-22 17:27:00
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