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Serious Games: An AI Approach

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Logs are for personal reference]. UnitySteer ( http:/ www.arges-systems.com/articles/274/unitysteer-2-2-released/. Publicado por Jonathan Valle. Jueves, febrero 23, 2012. Logs are for personal reference]. Asked Alex about art. Rewrote scripts from scratch. RTS Crawler ( http:/ u3d.as/content/chazix-scripts/*******-crawler-rts-controller/2tV. A* Pathfinding ( http:/ www.arongranberg.com/unity/a-pathfinding/. Animal and Gen...

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Serious Games: An AI Approach. A place to record my findings while in Grad. School. Logs are for personal reference]. UnitySteer ( http:/ www.arges-systems.com/articles/274/unitysteer-2-2-released/. Publicado por Jonathan Valle. Jueves, febrero 23, 2012. Logs are for personal reference]. Asked Alex about art. Rewrote scripts from scratch. RTS Crawler ( http:/ u3d.as/content/chazix-scripts/*******-crawler-rts-controller/2tV. A* Pathfinding ( http:/ www.arongranberg.com/unity/a-pathfinding/. Animal and Gen...
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Serious Games: An AI Approach | seriousgames-zheroth.blogspot.com Reviews

https://seriousgames-zheroth.blogspot.com

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Logs are for personal reference]. UnitySteer ( http:/ www.arges-systems.com/articles/274/unitysteer-2-2-released/. Publicado por Jonathan Valle. Jueves, febrero 23, 2012. Logs are for personal reference]. Asked Alex about art. Rewrote scripts from scratch. RTS Crawler ( http:/ u3d.as/content/chazix-scripts/*******-crawler-rts-controller/2tV. A* Pathfinding ( http:/ www.arongranberg.com/unity/a-pathfinding/. Animal and Gen...

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seriousgames-zheroth.blogspot.com seriousgames-zheroth.blogspot.com
1

Paper: Hyper-Ludicity, Contra-Ludicity, and the Digital Game - Serious Games: An AI Approach

http://seriousgames-zheroth.blogspot.com/2011/02/paper-hyper-ludicity-contra-ludicity.html

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Paper: Hyper-Ludicity, Contra-Ludicity, and the Digital Game. Hyper-Ludicity, Contra-Ludicity, and the Digital Game. This paper focuses on the difference between ludicity, contra-ludicity and hyper-ludicity in different generes of videogames. Contra-ludicity involves making the game experience harder by taking away some abilities from the player, increasing the number or strength of the enemies or limiting the possible op...

2

Article: Using Potential Fields in a Real Time Strategy Game - Serious Games: An AI Approach

http://seriousgames-zheroth.blogspot.com/2011/07/article-using-potential-fields-in-real.html

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Article: Using Potential Fields in a Real Time Strategy Game. Using Potential Fields in a Real-Time Strategy Game Scenario. Johan Hagelback, 2009]. In this article/tutorial Johan explores a potential field based approach to real-time planning and navigation. An example of an influence map. This can also have other applications, for example, when a unit ends its "attack phase" and enters a "reload phase", it can create rep...

3

Article: Real-Time Strategy High-Level Planning - Serious Games: An AI Approach

http://seriousgames-zheroth.blogspot.com/2011/08/article-real-time-strategy-high-level.html

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Article: Real-Time Strategy High-Level Planning. Real-Time Strategy High-Level Planning. Stefan Weijers, 2010]. In this article, the author analyzes the different elements needed for implementing AI in RTS games as well as different techniques used to achieve this. Here is a small summary:. Tasks in real-time strategy games can be split in three levels of abstraction:. Identified Problems in real-time strategy games:.

4

Paper: Learning In The Wild - Serious Games: An AI Approach

http://seriousgames-zheroth.blogspot.com/2011/03/paper-learning-in-wild.html

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Paper: Learning In The Wild. Learning In The Wild: What Wolfquest Taught Developers and Game Players. David Schaller, Kate Goldman, Grant Spickelmier, Steven Allison-Bunell, Jessica Koepfler [2009]. In this paper, the authors explain their experience developing Wolfquest. Which is a serious game about wolves. The game developers had some unexpected issues that I found quite interesting. They concluded that 3D games ar...

5

Paper: Methods for Evaluating Gameplay Experience - Serious Games: An AI Approach

http://seriousgames-zheroth.blogspot.com/2011/02/paper-methods-for-evaluating-gameplay.html

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Paper: Methods for Evaluating Gameplay Experience. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. Lennart Nacke, Anders Drachen and Stefan Göbel [2010]. They concluded that a good user experience evaluation has to be done taking an 'inclusive' theoretical stance with focus on the game system, the player, and the context of play. Read the paper here. Nacke, L., Drachen, A., and Göbel, S&#46...Suscr...

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Serious Games: An AI Approach

Serious Games: An AI Approach. A place to record my findings while in Grad. School. Logs are for personal reference]. UnitySteer ( http:/ www.arges-systems.com/articles/274/unitysteer-2-2-released/. Publicado por Jonathan Valle. Jueves, febrero 23, 2012. Logs are for personal reference]. Asked Alex about art. Rewrote scripts from scratch. RTS Crawler ( http:/ u3d.as/content/chazix-scripts/dungeon-crawler-rts-controller/2tV. A* Pathfinding ( http:/ www.arongranberg.com/unity/a-pathfinding/. Animal and Gen...

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