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Search results for: GAME DIFFICULTY
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Assessing Word Difficulty for Quiz-Like Game
PublicationMappings verification is a laborious task. Our research aims at providing a framework for manual verification of mappings using crowdsourcing approach. For this purpose we plan on implementing a quiz like game. For this purpose the mappings have to be evaluated in terms of difficulty to better present texts in respect of game levels. In this paper we present an algorithm for assessing word difficulty. Three approaches...
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Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions
PublicationThis paper presents a proposition of a method for adjusting game difficulty to the current level of player's skills in one-on-one games. The method is based on recognition of human player's actions and recording of those actions in the form of behavioral trees. Such trees are later used to drive behaviors of computer-controlled opponents so that human player has beat hit own strategy and improve on it, to win subsequent games....
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Designing effective educational games - a case study of a project management game
PublicationThis paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the...
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Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games
PublicationProviding a fair matchmaking system is an essential issue, while developing every online video game. In the article, we show that the currently existing matchmaking system in League of Legends, one of the most popular online video games currently existing, is built on a base of conditions which do not hold true in the presence of empirical data. This, in short, decreases the effectiveness of the ranking system, and negatively affects...
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A ROLE PLAYING GAME NAME GENERATOR LEARNING ITS CREATIVITY FROM ARKADIA MUD PLAYERS
PublicationThe paper proposes an approach to creative generation of new names for the purposes of Role Playing Games in fantasy realms. The generator based on an existing database of na mes is able to propose a set of new names with regard to demanded attributes, such as: length of the name, sex and race of the character, a given p hrase as the origin for the generated name as well as subjective evaluations from former users. The software...
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Game about space or game in the space?
PublicationThe article analyzes various aspects of the actions taken by participants involved in the process of a spatial change. Such a process is described as a game about space or a game in the space. Different terminology is presented, in particular the meaning of: spatial order, regional studies, eco-development, sustainable development. Different forms of the game are analyzed: space as a theater, as a casino, as an area of conflict....
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The Waiter Game: Structure and Development of an Hospitality Training Game
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Game Studies
Journals -
Teaching of Robot Arm Programming - Tasks with Increasing Difficulty
PublicationThe article describes education techniques using robotics. For example, educational exercises on programming the Nachi MZ04 robotic arm are presented. The exercises use a wooden railroad toy model and elements printed in additive manufacturing technology. The exercises have increasing difficulty and can be used to educate young people in high school and specialized higher engineering studies (both bachelor's and master's).
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Equilibria of wireless multihoming game
PublicationTerminale podłączone do wielu sieci bezprzewodowych modelowane są jako uczestnicy gry niekooperacyjnej, której symetryczny punkt równowagi Nasha w strategiach mieszanych wyznaczono dla przypadku sieci WLAN standardu IEEE 802.11. Udziały pasma w punkcie równowagi okazują się niższe w porównaniu ze środowiskiem terminali stosujących ustawienia standardowe.