Sciweavers

4803 search results - page 42 / 961
» Game Design Patterns
Sort
View
EVOW
2010
Springer
15 years 9 months ago
Evolving Behaviour Trees for the Commercial Game DEFCON
Abstract. Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement, scalable, able to handle the c...
Chong-U Lim, Robin Baumgarten, Simon Colton
ACMACE
2009
ACM
15 years 9 months ago
Towards tailoring player experience in physical Wii games: a case study on relaxation
In this study we construct an artificial neural network model of players’ relaxation preferences while playing a physical Wii game. Developed technology will assist game designe...
Patrick Jarnfelt, Sebbe Selvig, Dajana Dimovska
ECOOPW
1997
Springer
15 years 7 months ago
Design Patterns vs. Language Design
This report investigates the relationships between design patterns and programming languages. A comparison is carried out between the usual track of programming languages developme...
Joseph Gil, David H. Lorenz
ACMACE
2008
ACM
15 years 4 months ago
Motion controlled mobile 3D multiplayer gaming
Due to limitations in the user interface one of the oft cited most desirable features for mobile games is that they can be played using a single button. However, games using this ...
Fadi Chehimi, Paul Coulton
LICS
2005
IEEE
15 years 8 months ago
Ludics Nets, a game Model of Concurrent Interaction
We propose L-nets as a game model of concurrent interaction. L-nets, which correspond to strategies (in Games Semantics) or designs (in Ludics), are graphs rather than trees; the ...
Claudia Faggian, François Maurel