Zobrazeno 1 - 10
of 101
pro vyhledávání: '"Peter I. Cowling"'
Publikováno v:
PLoS ONE, Vol 12, Iss 11, p e0186621 (2017)
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and perfor
Externí odkaz:
https://doaj.org/article/13fab2f37e534e64a0c8b4ce2f20d1ff
Autor:
Daniel Kudenko, Peter I. Cowling, Sam Devlin, Kiran Jude Fernandes, Alberto Nucciarelli, Nikolaos Goumagias, Feng Li, Ignazio Cabras
Publikováno v:
Technological forecasting and social change, 2017, Vol.117, pp.305-314 [Peer Reviewed Journal]
The study presented in this paper investigates companies operating in the UK video-game industry with regard to their levels of survivability. Using a unique dataset of companies founded between 2009 and 2014, and combining elements and theories from
Publikováno v:
European Journal of Operational Research. 257:494-510
Gully pots or storm drains are located at the side of roads to provide drainage for surface water. We consider gully pot maintenance as a risk-driven maintenance problem. We explore policies for preventative and corrective maintenance actions, and bu
Publikováno v:
CoG
Heightmap generation is currently a tedious topic with the majority of generation using Perlin noise which forms a reliable, but sometimes repetitive output. In this paper, a method of generating height maps from real-world digital elevation data tak
Publikováno v:
CoG
Hyperinflation and price volatility in virtual economies has the potential to reduce player satisfaction and decrease developer revenue. This paper describes intuitive analytical methods for monitoring volatility and inflation in virtual economies, w
Publikováno v:
Encyclopedia of Computer Graphics and Games ISBN: 9783319082349
Encyclopedia of Computer Graphics and Games
Encyclopedia of Computer Graphics and Games
Video game audio is more challenging in many regards than traditional linear soundtracking. Soundtracking can enhance the emotional impact of gameplay, but in order to preserve immersion, it is important to have an understanding of the mechanisms at
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::50171e4d5993cd5e51da60ddd14e2936
https://doi.org/10.1007/978-3-319-08234-9_199-1
https://doi.org/10.1007/978-3-319-08234-9_199-1
Publikováno v:
Hodge, V J, Devlin, S, Sephton, N, Block, F, Cowling, P I & Drachen, A 2019, ' Win Prediction in Multiplayer Esports : Live Professional Match Prediction ', IEEE Transactions on Games, vol. 13, no. 4, pp. 368-379 . https://doi.org/10.1109/TG.2019.2948469
Esports are competitive videogames watched by audiences. Most esports generate detailed data for each match that are publicly available. Esports analytics research is focused on predicting match outcomes. Previous research has emphasized prematch pre
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::49cbc3beabeecfd4b196c18096908637
https://portal.findresearcher.sdu.dk/da/publications/c2690676-dd0f-448b-9e54-b5e32975b28d
https://portal.findresearcher.sdu.dk/da/publications/c2690676-dd0f-448b-9e54-b5e32975b28d
Autor:
Peter I. Cowling, Hendrik Baier
Publikováno v:
CIG
Turn-based multi-action adversarial games are games in which each player turn consists of a sequence of atomic actions, resulting in an extremely high branching factor. Many strategy board, card, and video games fall into this category, for which the
Autor:
Nick Sephton, Anders Drachen, Peter I. Cowling, Stephen Hobson, Victoria J. Hodge, Marian F. Ursu, Florian Block, Sam Devlin
Publikováno v:
Block, F, Hodge, V, Hobson, S, Sephton, N, Devlin, S, Ursu, M F, Drachen, A & Cowling, P I 2018, Narrative bytes : Data-driven content production in esports . in TVX 2018-Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video . Association for Computing Machinery, TVX 2018-Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, pp. 29-41, 5th ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2018, Seoul, Korea, Republic of, 26/06/2018 . https://doi.org/10.1145/3210825.3210833
TVX
TVX
Esports - video games played competitively that are broadcast to large audiences - are a rapidly growing new form of mainstream entertainment. Esports borrow from traditional TV, but are a qualitatively different genre, due to the high flexibility of
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::d902baa9ad588d4e85e711a4dc92a03d
https://portal.findresearcher.sdu.dk/da/publications/325f88ee-da90-4264-9fbf-1ed833aad090
https://portal.findresearcher.sdu.dk/da/publications/325f88ee-da90-4264-9fbf-1ed833aad090
Monte Carlo tree search (MCTS) has become a popular solution for game artificial intelligence (AI), capable of creating strong game playing opponents. However, the emergent playstyle of agents using MCTS is not necessarily human-like, believable or e
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::3006109926e2da28e4f88718c790b898
https://repository.falmouth.ac.uk/2872/1/tog2018-emulating-human-play.pdf
https://repository.falmouth.ac.uk/2872/1/tog2018-emulating-human-play.pdf