Saturday, April 30, 2011

Balanceamento dinâmico de jogos massivos 3

[1]   Andrade, G., Ramalho, G., Gomes,. A. & C., Corruble, V. (2006). Dynamic Game Balancing: An Evaluation of User Satisfaction. Second Annual Artificial Intelligence and Interactive Digital Entertainment Conference.  AIIDE '06. Stanford. The AAAI Press, 2006. p. 3-8.
[2]   Andrade, G., Ramalho, G., Santana, H. &  Corruble, V. (2005). Challenge-Sensitive Action Selection: an Application to Game Balancing. In IEEE/WIC/ACM International Conference on Intelligent Agent Technology (IAT 2005). pp. 194-200. Compiègne: ACM/IEEE.
[3]   Noah Falstein. The Flow Channel. Game Developer Magazine, May Issue, 2004
[4]   Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990.
[5]   Sirlin, David. Balancing Multiplayer Competitive Games. In: Game Developers Conference, 2009, San Francisco, GDC Lecture Handout. San Francisco, Proceedings: GDC 2009.
[6]   Malone, T.W. What makes computer games fun?  Byte, 1981, 6, 258-277 (Reprinted in Computers in Education (U.K.), 1982, 4, 14-21; and in D. Peterson (Ed.), Intelligent Schoolhouse. Reston, VA: Reston Publishing Co. (Prentice-Hall), 1984. Abbreviated version reprinted as: Guidelines for designing educational computer programs, Childhood Education, 1983, 59, 241-247.)
[7]   Meira, Silvio. WoW: mais um monopólio a vista? Disponível em: http://blog.meira.com/2006/06/02/wow-mais-um-monopolio-a-vista/ Acesso em: 28 ago. 2010.
[8]   Pierce, Shay. “Stickiness” in Games, or: Why you can’t beat WoW. Disponível em: http://www.gamasutra.com/blogs/ShayPierce/20100130/4271/quotStickinessquot_in_Games_or_Why_you_cant_beat_WoW.php Acesso em: 28 ago. 2010
[9]   Pierce, Shay. Levels Vs. Stickiness, Or: How WoW Can Be Beaten. Disponível em: http://www.gamasutra.com/blogs/ShayPierce/20100201/4279/Levels_Vs_Stickiness_Or_How_WoW_Can_Be_Beaten.php Acesso em: 28 ago. 2010.
[10] Spronck, P., I. Sprinkhuizen-Kuyper and E. Postma. 2004. “Online adaptation of Game Opponent AI with Dynamic Scripting.” International Journal of Intelligent Games and Simulation (eds. N.E. Gough and Q.H. Mehdi), Vol. 3, No. 1. University of Wolverhampton and EUROSIS, pp. 45-53.
[11] Giel van Lankveld, Pieter Spronck, Jaap van den Herik, and Matthias Rauterberg (2010). Incongruity-Based Adaptive Game Balancing. Advances in Computer Games. 12th International Conference, ACG2009. (eds. H. Jaap van den Herik and Pieter Spronck), pp. 208-220. Springer-Verlag, Berlin Heidelberg, Germany. (Presented at the 12th Advances in Computer Games conference).
[12] Togelius, J.,   Schmidhuber, J., IDSIA, Lugano. An Experinent in automatic game design. Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium, pp 111 - 118
[13] G. N. Yannakakis, and J. Hallam, "Entertainment Modeling in Physical Play through Physiology beyond Heart-Rate," in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction, Lecture Notes in Computer Science, vol. 4738 Lisbon, pp. 256-267, Portugal, September, 2007. Springer-Verlag.
[14] Yannakakis, G. N., and Hallam, J. 2007. Towards optimizing entertainment in computer games. Applied ArtificialIntelligence 21:933–971.