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Action recognition for support of adaptive gameplay: a case study of a first person shooter

Published: 01 January 2010 Publication History

Abstract

With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of "emergence" within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the "adaptive" mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of "emergence" which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.

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  • (2023)Telling Eyes: Linking Eye-Tracking Indicators to Affective VariablesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582458(1-11)Online publication date: 12-Apr-2023
  • (2013)Design metaphors for procedural content generation in gamesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2470654.2466201(1509-1518)Online publication date: 27-Apr-2013
  • (2012)Towards player-driven procedural content generationProceedings of the 9th conference on Computing Frontiers10.1145/2212908.2212942(237-240)Online publication date: 15-May-2012
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Information

Published In

cover image International Journal of Computer Games Technology
International Journal of Computer Games Technology  Volume 2010, Issue
January 2010
100 pages
ISSN:1687-7047
EISSN:1687-7055
Issue’s Table of Contents

Publisher

Hindawi Limited

London, United Kingdom

Publication History

Accepted: 16 January 2010
Published: 01 January 2010
Received: 28 July 2009

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Cited By

View all
  • (2023)Telling Eyes: Linking Eye-Tracking Indicators to Affective VariablesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582458(1-11)Online publication date: 12-Apr-2023
  • (2013)Design metaphors for procedural content generation in gamesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2470654.2466201(1509-1518)Online publication date: 27-Apr-2013
  • (2012)Towards player-driven procedural content generationProceedings of the 9th conference on Computing Frontiers10.1145/2212908.2212942(237-240)Online publication date: 15-May-2012
  • (2012)Digging deeper into platform game level designProceedings of the 2012t European conference on Applications of Evolutionary Computation10.1007/978-3-642-29178-4_28(275-284)Online publication date: 11-Apr-2012
  • (2011)A semantic generation framework for enabling adaptive game worldsProceedings of the 8th International Conference on Advances in Computer Entertainment Technology10.1145/2071423.2071431(1-8)Online publication date: 8-Nov-2011

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