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Generating Missions and Spaces for Adaptable Play Experiences.

, and . IEEE Trans. Comput. Intellig. and AI in Games, 3 (3): 216-228 (2011)

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Motivation in Gamification: Constructing a Correlation Between Gamification Achievements and Self-determination Theory., , and . GALA, volume 12517 of Lecture Notes in Computer Science, page 157-166. Springer, (2020)Data2Game: Towards an Integrated Demonstrator., , , , , , , , , and 4 other author(s). AHFE (17), volume 275 of Lecture Notes in Networks and Systems, page 239-247. Springer, (2021)Procedural zelda: a PCG environment for player experience research., and . FDG, page 11:1-11:10. ACM, (2017)Rapid and Reliable Adaptation of Video Game AI., , and . IEEE Trans. Comput. Intellig. and AI in Games, 1 (2): 93-104 (2009)Automated game balancing of asymmetric video games., and . CIG, page 1-8. IEEE, (2016)Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games., and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Multiplayer Tension In the Wild: A Hearthstone Case., , , , , and . FDG, page 16:1-16:9. ACM, (2023)Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves., , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Corrigendum to "Modeling and adjusting in-game difficulty based on facial expression analysis" Entertain. Comput. 31 (2019) 100307., , , and . Entertain. Comput., (2020)Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game., , and . FDG, page 86:1-86:4. ACM, (2020)