Essays about: "study and games"

Showing result 16 - 20 of 1046 essays containing the words study and games.

  1. 16. Reinforcement Learning for Multi-Agent Strategy Synthesis Using Higher-Order Knowledge

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Gustav Forsell; Shamoun Gergi; [2023]
    Keywords : Higher Order Knowledge; Imperfect Information; Reinforcement Learning; Deep Q- networks; Knowledge Representation; Pursuit Evasion Games;

    Abstract : Imagine for a moment we are living in the distant future where autonomous robots are patrollingthe streets as police officers. Two such robots are chasing a robber through the city streets. Fearingthe thief might listen in to any potential transmission, both robots remain radio silent and are thuslimited to a strictly visual pursuit. READ MORE

  2. 17. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Mario Palleschi; Isak Larsson; [2023]
    Keywords : Flow; GameFlow; Quality Assurance; Qualitative Comparative Analysis; Research through Design;

    Abstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE

  3. 18. Comparing Gaze Cues: Avatars versus Humans in Allocating Visual Attention : Eye Tracking Case Study

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Julius Albiz; [2023]
    Keywords : Gaze Cue; eye tracking; mixed-method; case study; Gaze Cue; eye tracking; mixad metod; fallstudie;

    Abstract : When designing websites or applications, being able to allocate visual attention to specific parts of an interface is important. One powerful tool that can be used for this is Gaze Cues, which is a social cue that makes use of gaze direction to allocate visual attention in the same direction. READ MORE

  4. 19. Identifying and Applying Hand-painted Features Onto Procedurally Generated Textures

    University essay from Blekinge Tekniska Högskola

    Author : Rebecca Künkel; Caroline Elsass; [2023]
    Keywords : Procedural content generation; procedural texturing; stylized;

    Abstract : Background. Procedural content generation (PCG) is a powerful tool used in manydifferent areas within game development. One of these areas are texturing where procedural generation have several advantages, including increased effectiveness, reducedstorage cost and unlimited texture resolution. READ MORE

  5. 20. THE IMPACT OF DYNAMIC GAME DIFFICULTY BALANCING ON PLAYER USER EXPERIENCE IN PUZZLE GAMES : A case study

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Qian Lin; [2023]
    Keywords : dynamic game difficulty balancing; game user experience; flow; puzzle games; Eureka effect; a-ha moment; engagement; immersion;

    Abstract : This study delves into the relationship between Dynamic Game Difficulty Balance and Game User Experience in the context of puzzle games. The aim of this study was to explore the impact of DGDB on user experience in puzzle games, focusing on player engagement, immersion, and the occurrence of a-ha moment. READ MORE