Gamification science, its history and future: Definitions and a research agenda

RN Landers, EM Auer, AB Collmus… - Simulation & …, 2018 - journals.sagepub.com
Background. Definitions of gamification tend to vary by person, both in industry and within
academia. One particularly popular lay interpretation, introduced and popularized by Ian …

Deep learning for procedural content generation

J Liu, S Snodgrass, A Khalifa, S Risi… - Neural Computing and …, 2021 - Springer
Procedural content generation in video games has a long history. Existing procedural
content generation methods, such as search-based, solver-based, rule-based and grammar …

[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Dynamic difficulty adjustment (DDA) in computer games: A review

M Zohaib - Advances in Human‐Computer Interaction, 2018 - Wiley Online Library
Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game's
features, behaviors, and scenarios in real‐time, depending on the player's skill, so that the …

Procedural content generation for games: A survey

M Hendrikx, S Meijer, J Van Der Velden… - ACM Transactions on …, 2013 - dl.acm.org
Hundreds of millions of people play computer games every day. For them, game content—
from 3D objects to abstract puzzles—plays a major entertainment role. Manual labor has so …

Experience-driven procedural content generation

GN Yannakakis, J Togelius - IEEE Transactions on Affective …, 2011 - ieeexplore.ieee.org
Procedural content generation (PCG) is an increasingly important area of technology within
modern human-computer interaction (HCI) design. Personalization of user experience via …

A panorama of artificial and computational intelligence in games

GN Yannakakis, J Togelius - IEEE Transactions on …, 2014 - ieeexplore.ieee.org
This paper attempts to give a high-level overview of the field of artificial and computational
intelligence (AI/CI) in games, with particular reference to how the different core research …

Adaptivity challenges in games and simulations: a survey

R Lopes, R Bidarra - … on Computational Intelligence and AI in …, 2011 - ieeexplore.ieee.org
In computer games and simulations, content is often rather static and rigid. As a result, its
prescripted nature can lead to predictable and impersonal gameplay, while alienating …

Neuroevolution in games: State of the art and open challenges

S Risi, J Togelius - … on Computational Intelligence and AI in …, 2015 - ieeexplore.ieee.org
This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution,
artificial neural networks are trained through evolutionary algorithms, taking inspiration from …

Game AI revisited

GN Yannakakis - Proceedings of the 9th conference on Computing …, 2012 - dl.acm.org
More than a decade after the early research efforts on the use of artificial intelligence (AI) in
computer games and the establishment of a new AI domain the term``game AI''needs to be …