DocumentCode :
2896471
Title :
Adaptive Physics for Game-Balancing in Video-Games for Social Interaction
Author :
Delgado-Mata, Carlos ; Ibanez, J.
Author_Institution :
Escuela de Ing., Univ. Panamericana campus Bonaterra, Aguascalientes, Mexico
fYear :
2011
fDate :
11-13 Nov. 2011
Firstpage :
254
Lastpage :
259
Abstract :
This article describes the work in progress of an adaptive video game that is based on the arcade game of air hockey. The video game uses adaptive physics to improve the experience between two human opponents. The physics of the game continually adapts itself to the ability of each player. That is, the game becomes more difficult for the skillful player, however, it becomes easier for the inexperienced player. This is achieved by using a behaviour based architecture, first used on mobile robots, later on artificial characters and finally on computer driven video game opponents. The architecture affects the physical properties of some elements of the game, which are handled by the physics engine used in the project described herein.
Keywords :
computer games; human computer interaction; adaptive physics; adaptive video game; artificial characters; behaviour based architecture; computer driven video game opponents; game balancing; mobile robots; physics engine; skillful player; social interaction; Adaptation models; Atmospheric modeling; Engines; Games; Libraries; Physics; Robots; Adaptive physics; air hockey; flow channel; game balancing;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Technologies and Applications of Artificial Intelligence (TAAI), 2011 International Conference on
Conference_Location :
Chung-Li
Print_ISBN :
978-1-4577-2174-8
Type :
conf
DOI :
10.1109/TAAI.2011.52
Filename :
6120754
Link To Document :
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