07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

REFERENCES<br />

1. K. Isbister and N. Schaffer, Game Usability: Advanc<strong>in</strong>g the <strong>Play</strong>er Experience. Morgan<br />

Kaufman, 2008.<br />

2. J. H. Kim, D. V. Gunn, E. Schuh, B. C. Phillips, R. J. Pagulayan, and D. Wixon, “Track<strong>in</strong>g real-<br />

time user experience (true): A comprehensive <strong>in</strong>strumentation solution for complex systems,”<br />

<strong>in</strong> Proceed<strong>in</strong>gs of CHI, Florence, Italy, 2008, pp. 443–451.<br />

3. A. Tychsen and A. Canossa, “Def<strong>in</strong><strong>in</strong>g personas <strong>in</strong> games us<strong>in</strong>g metrics,” <strong>in</strong> Proceed<strong>in</strong>gs of<br />

Future <strong>Play</strong> 2008. Toronto, Canada: ACM publishers, 2008, pp. 73–80.<br />

4. R. J. Pagulayan, K. Keeker, D. Wixon, R. L. Romero, and T. Fuller, The HCI handbook.<br />

Lawrence Erlbaum Associates, 2003, ch. Usercentered design <strong>in</strong> games, pp. 883–906.<br />

5. A. Ultsch, Kohonen Maps, 1999, ch. Data M<strong>in</strong><strong>in</strong>g and Knowledge Discovery with Emergent<br />

Self-Organiz<strong>in</strong>g Feature Maps for Multivariate Time Series, pp. 33–46.<br />

6. T. Kohonen, Self-Organiz<strong>in</strong>g Maps. Spr<strong>in</strong>ger, 2001.<br />

7. C. Thurau, C. Bauckhage, and G. Sagerer, “Comb<strong>in</strong><strong>in</strong>g self organiz<strong>in</strong>g maps and multilayer<br />

perceptrons to learn bot-behaviour for a commercial game,” <strong>in</strong> GAME-ON, 2003, pp. 119–123.<br />

8. R. Houlette, <strong>Play</strong>er <strong>Model<strong>in</strong>g</strong> for Adaptive <strong>Games</strong>. AI Game Programm<strong>in</strong>g Wisdom II. Charles<br />

River Media, Inc, 2004, pp. 557–566.<br />

9. D. Charles and M. Black, “Dynamic player modell<strong>in</strong>g: A framework for player-centric digital<br />

games,” <strong>in</strong> Proceed<strong>in</strong>gs of the International Conference on <strong>Computer</strong> <strong>Games</strong>: Artificial<br />

Intelligence, Design and Education, 2004, pp. 29–35.<br />

10. C. Thurau, C. Bauckhage, and G. Sagerer, “Learn<strong>in</strong>g human-like Movement Behavior for<br />

<strong>Computer</strong> <strong>Games</strong>,” <strong>in</strong> From Animals to Animats 8: Proceed<strong>in</strong>gs of the 8th International<br />

Conference on Simulation of Adaptive Behavior (SAB-04), S. Schaal, A. Ijspeert, A. Billard, S.<br />

Vijayakumar, J. Hallam, and J.-A. Meyer, Eds. Santa Monica, LA, CA: The MIT Press, July<br />

2004, pp. 315–323.<br />

11. C. Thurau, T. Paczian, and C. Bauckhage, “Is bayesian imitation learn<strong>in</strong>g the route to<br />

believable gamebots?” International Journal of Intelligent Systems Technologies and<br />

Applications, vol. 2, no. 2/3, pp. 284–295, 2007.<br />

12. R. Thawonmas, M. Kurashige, K. Iizuka, and M. Kantardzic, “Cluster<strong>in</strong>g of Onl<strong>in</strong>e Game Users<br />

Based on Their Trails Us<strong>in</strong>g Self-organiz<strong>in</strong>g Map,” <strong>in</strong> Proceed<strong>in</strong>gs of Enterta<strong>in</strong>ment Comput<strong>in</strong>g<br />

- ICEC 2006, 2006, pp. 366–369.<br />

226

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!