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  2. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    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).

  3. Game balance - Wikipedia

    en.wikipedia.org/wiki/Game_balance

    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.

  4. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_video_game_terms

    Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...

  5. Knee of a curve - Wikipedia

    en.wikipedia.org/wiki/Knee_of_a_curve

    The term "knee" as applied to curves dates at least to the 1910s, [1] and is found more commonly by the 1940s, [2] being common enough to draw criticism. [3] [4] The unabridged Webster's Dictionary (1971 edition) gives definition 3h of knee as: [5] an abrupt change in direction in a curve (as on a graph); esp one approaching a right angle in shape.

  6. List of curves - Wikipedia

    en.wikipedia.org/wiki/List_of_curves

    This is a list of Wikipedia articles about curves used in different fields: mathematics (including geometry, statistics, and applied mathematics), ...

  7. Learning curve - Wikipedia

    en.wikipedia.org/wiki/Learning_curve

    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.

  8. Detection error tradeoff - Wikipedia

    en.wikipedia.org/wiki/Detection_error_tradeoff

    The x- and y-axes are scaled non-linearly by their standard normal deviates (or just by logarithmic transformation), yielding tradeoff curves that are more linear than ROC curves, and use most of the image area to highlight the differences of importance in the critical operating region.

  9. Extremal graph theory - Wikipedia

    en.wikipedia.org/wiki/Extremal_graph_theory

    The Turán graph T(n,r) is an example of an extremal graph. It has the maximum possible number of edges for a graph on n vertices without (r + 1)-cliques. This is T(13,4). Extremal graph theory is a branch of combinatorics, itself an area of mathematics, that lies at the intersection of extremal combinatorics and graph theory. In essence ...