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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).
Since the velocity of the object is the derivative of the position graph, the area under the line in the velocity vs. time graph is the displacement of the object. (Velocity is on the y-axis and time on the x-axis. Multiplying the velocity by the time, the time cancels out, and only displacement remains.)
Speed, the scalar magnitude of a velocity vector, denotes only how fast an object is moving, while velocity indicates both an object's speed and direction. [3] [4] [5] To have a constant velocity, an object must have a constant speed in a constant direction. Constant direction constrains the object to motion in a straight path thus, a constant ...
For example the function () = grows at an ever increasing rate, but is much slower than growing exponentially. For example, when =, it grows at 3 times its size, but when = it grows at 30% of its size. If an exponentially growing function grows at a rate that is 3 times is present size, then it always grows at a rate that is 3 times its present ...
The graphical form is an alternate compact representation of a game using the interaction among participants. Consider a game with players with strategies each. We will represent the players as nodes in a graph in which each player has a utility function that depends only on him and his neighbors. As the utility function depends on fewer other ...
Since the weight is constant, the first of these equations determines how C L falls with increasing speed. Putting these C L values into the second equation with C D from the drag curve produces the power curve. The low speed region shows a fall in lift induced drag, through a minimum followed by an increase in profile drag at higher speeds.
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Time-saving bias is a concept that describes people's tendency to misestimate the time that could be saved (or lost) when increasing (or decreasing) speed. [1] [2]In general, people underestimate the time that could be saved when increasing from a relatively low speed—e.g., 25 mph (40 km/h) or 40 mph (64 km/h)—and overestimate the time that could be saved when increasing from a relatively ...