Staying in the Flow using Procedural Content Generation and Dynamic Difficulty Adjustment
Procedural Content Generation (PCG) and Dynamic Difficulty Adjustment (DDA) have been used separately in games to improve player experience. We explore using PCG and DDA together in a feedback loop to keep a player in the "flow zone." The central tenet of this work is a conjecture about ho...
Main Author: | Parekh, Ravi |
---|---|
Other Authors: | Charles Rich, Advisor |
Format: | Others |
Published: |
Digital WPI
2017
|
Subjects: | |
Online Access: | https://digitalcommons.wpi.edu/etd-theses/401 https://digitalcommons.wpi.edu/cgi/viewcontent.cgi?article=1400&context=etd-theses |
Similar Items
-
Dynamic Difficulty Adjustment & Procedural Content Generation in an Endless Runner
by: Vidman, Simon
Published: (2018) -
Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm
by: Classon, Johan, et al.
Published: (2016) -
The Dynamic Difficulty Adjustment of a Neurofeedback-Based Cognitive Game to Make a Help to Treatment of Attention Deficit Hyperactivity Disorder
by: Mina Masoudi, et al.
Published: (2020-03-01) -
Bonfantini sceneggiatore e narratore - Bonfantini Screenwriter and Story-teller
by: Paola Trivero
Published: (2017-05-01) -
Mario Bonfantini studente e professore nei documenti dell’Università di Torino - Mario Bonfantini as Student and Professor through the Sources of the Central Historical Archives of Turin University
by: Giuliana Borghino Sinleber, et al.
Published: (2017-05-01)