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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. Linking number - Wikipedia

    en.wikipedia.org/wiki/Linking_number

    The two curves of the Whitehead link have linking number zero. Any two unlinked curves have linking number zero. However, two curves with linking number zero may still be linked (e.g. the Whitehead link). Reversing the orientation of either of the curves negates the linking number, while reversing the orientation of both curves leaves it unchanged.

  5. Ackermann's formula - Wikipedia

    en.wikipedia.org/wiki/Ackermann's_Formula

    In control theory, Ackermann's formula is a control system design method for solving the pole allocation problem for invariant-time systems by Jürgen Ackermann. [1] One of the primary problems in control system design is the creation of controllers that will change the dynamics of a system by changing the eigenvalues of the matrix representing the dynamics of the closed-loop system. [2]

  6. Queueing theory - Wikipedia

    en.wikipedia.org/wiki/Queueing_theory

    The probability that n customers are in the queueing system, the average number of customers in the queueing system, the average number of customers in the waiting line, the average time spent by a customer in the total queuing system, the average time spent by a customer in the waiting line, and finally the probability that the server is busy ...

  7. Polytomous Rasch model - Wikipedia

    en.wikipedia.org/wiki/Polytomous_Rasch_model

    The graph showing the relation between the probability of a given category as a function of person location is referred to as a Category Probability Curve (CPC). An example of the CPCs for an item with five categories, scored from 0 to 4, is shown in Figure 1. Figure 1: Rasch category probability curves for an item with five ordered categories

  8. Additive increase/multiplicative decrease - Wikipedia

    en.wikipedia.org/wiki/Additive_increase/...

    The approach taken is to increase the transmission rate (window size), probing for usable bandwidth, until loss occurs. The policy of additive increase may, for instance, increase the congestion window by a fixed amount every round-trip time. When congestion is detected, the transmitter decreases the transmission rate by a multiplicative factor ...

  9. Crank–Nicolson method - Wikipedia

    en.wikipedia.org/wiki/Crank–Nicolson_method

    The Crank–Nicolson stencil for a 1D problem. The Crank–Nicolson method is based on the trapezoidal rule, giving second-order convergence in time.For linear equations, the trapezoidal rule is equivalent to the implicit midpoint method [citation needed] —the simplest example of a Gauss–Legendre implicit Runge–Kutta method—which also has the property of being a geometric integrator.