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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
The ideal difficulty therefore depends on individual player and should put the player in a state of flow. [6] [4] Consequently, for the development, it can be useful or even necessary to focus on a certain target group. Difficulty should increase throughout the game since players get better and usually unlock more power.
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A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the horizontal axis), that is to say, the more someone, groups, companies or industries perform a task, the better their performance at the task.
The use of a second mask to cut lines defined by a first mask does not help increase feature density directly. Instead it allows definition of features, e.g., brick patterns, which are based on lines spaced at a minimum pitch, in particular, when the lines are near the resolution limit and are generated by the two-beam interference mentioned above.
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A ninth order polynomial interpolation (exact replication of the red curve at 10 points) In the mathematical field of numerical analysis , Runge's phenomenon ( German: [ˈʁʊŋə] ) is a problem of oscillation at the edges of an interval that occurs when using polynomial interpolation with polynomials of high degree over a set of equispaced ...
There is an exponential increase in volume associated with adding extra dimensions to a mathematical space.For example, 10 2 = 100 evenly spaced sample points suffice to sample a unit interval (try to visualize a "1-dimensional" cube) with no more than 10 −2 = 0.01 distance between points; an equivalent sampling of a 10-dimensional unit hypercube with a lattice that has a spacing of 10 −2 ...