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DC Field | Value | Language |
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dc.contributor.author | Drachen, Anders | - |
dc.contributor.author | Canossa, Alessandro | - |
dc.contributor.author | Yannakakis, Georgios N. | - |
dc.date.accessioned | 2017-10-20T14:48:40Z | - |
dc.date.available | 2017-10-20T14:48:40Z | - |
dc.date.issued | 2009 | - |
dc.identifier.citation | Drachen, A., Canossa, A., & Yannakakis, G. N. (2009). Player modeling using self-organization in Tomb Raider: Underworld. IEEE Symposium on Computational Intelligence and Games, Milan. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/22900 | - |
dc.description.abstract | We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Institute of Electrical and Electronics Engineers Inc. | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Computer simulation | en_GB |
dc.subject | Video games | en_GB |
dc.subject | Human-computer interaction | en_GB |
dc.subject | Level design (Computer science) | en_GB |
dc.title | Player modeling using self-organization in Tomb Raider : Underworld | en_GB |
dc.type | conferenceObject | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder. | en_GB |
dc.bibliographicCitation.conferencename | IEEE Symposium on Computational Intelligence and Games | en_GB |
dc.bibliographicCitation.conferenceplace | MIlan, Italy, 7-10/09/2009 | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1109/CIG.2009.5286500 | - |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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CIG09_IOI.pdf | 1.14 MB | Adobe PDF | View/Open |
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