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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

    Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.

  4. Game mechanics - Wikipedia

    en.wikipedia.org/wiki/Game_mechanics

    A mode may establish different rules and game mechanics, such as altered gravity, win at first touch in a fighting game, or play with some cards face-up in a poker game. A mode may even change a game's overarching goals, such as following a story or character's career vs. playing a limited deathmatch or capture the flag set.

  5. Talk:Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Talk:Dynamic_game...

    Need to add more and detailed information and examples of DDA, such as Jenova Chen's thesis paper/game fl0w. Tyler 18:15, 11 May 2007 (UTC) []. In all honesty, I would oppose supporting Chen's example of representing dynamic difficulty - dynamic difficulty in my view should mean that the game automatically adjusts the difficulty - in fl0w the player chooses whether or not to 'dive deeper', so ...

  6. Artificial intelligence in video games - Wikipedia

    en.wikipedia.org/wiki/Artificial_intelligence_in...

    This can include dynamic game difficulty balancing, which consists in adjusting the difficulty in a video game in real-time based on the player's ability. Game AI may also help deduce player intent (such as gesture recognition ).

  7. Rubber banding - Wikipedia

    en.wikipedia.org/wiki/Rubber_banding

    This occurs when there is a desync between the system the game is being played on and the online server, where the server keeps resetting the character to a previous point. in video games, generally speaking, the rubberband effect in dynamic game difficulty balancing is where AI characters falling behind may get a boost by the game while those ...

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  9. Flow (video game) - Wikipedia

    en.wikipedia.org/wiki/Flow_(video_game)

    The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.