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Results: 19
Number of items: 19
  • Open Access
    de Waard, M., Roijers, D. M., & Bakkes, S. C. J. (2016). Monte Carlo Tree Search with Options for General Video Game Playing. In 2016 IEEE Conference on Computational Intelligence and Games (CIG 2016): Santorini, Greece, 20-23 September 2016 (pp. 47-54). IEEE. https://doi.org/10.1109/CIG.2016.7860383
  • Open Access
    Roest, M., & Bakkes, S. (2015). Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games. In Proceedings of the 10th International Conference on the Foundations of Digital Games: FDG 2015 : June 22-25, 2015, Pacific Grove, CA, USA Society for the Advancement of the Science of Digital Games. http://www.fdg2015.org/papers/fdg2015_paper_60.pdf
  • Open Access
    Traichioiu, M., Bakkes, S., & Roijers, D. (2015). Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves. In Proceedings of the 10th International Conference on the Foundations of Digital Games: FDG 2015 : June 22-25, 2015, Pacific Grove, CA, USA Society for the Advancement of the Science of Digital Games. http://www.fdg2015.org/papers/fdg2015_paper_10.pdf
  • Open Access
    Rietveld, A., Bakkes, S., & Roijers, D. (2014). Circuit-Adaptive Challenge Balancing in Racing Games. In 2014 IEEE Games Media Entertainment (GEM): 22-24 Oct. 2014 (pp. 14). IEEE. https://doi.org/10.1109/GEM.2014.7048075
  • Open Access
    Bakkes, S., & Whiteson, S. (2014). Design Criteria for Challenge Balancing of Personalised Game Spaces. In T. Barnes, & I. Bogost (Eds.), Proceedings of the 9th International Conference on the Foundations of Digital Games Society for the Advancement of the Science of Digital Games. http://www.fdg2014.org/papers/fdg2014_poster_02.pdf
  • Open Access
    Bakkes, S., & Whiteson, S. (2014). Towards Challenge Balancing for Personalised Game Spaces. In Proceedings of Workshops Colocated with the 9th International Conference on the Foundations of Digital Games Society for the Advancement of the Science of Digital Games. http://www.fdg2014.org/workshops/pcg2014_paper_01.pdf
  • Open Access
    Blom, P. M., Bakkes, S., & Roijers, D. M. (2014). Using Facial Expressions for Personalised Gaming. In F. Grootjen, M. Otworowska, & J. Kwisthout (Eds.), BNAIC 2014 : Benelux Conference on Artificial Intelligence: proceedings of the Twenty-Sixth Benelux Conference on Artificial Intelligence : Nijmegen, November 6-7, 2014 (pp. 183-184). (BNAIC; Vol. 26). Radboud University. http://www.cs.kuleuven.be/~joost/DN/bnaic-proceedings/bnaic2014.pdf
  • Open Access
    Blom, P. M., Bakkes, S., Tan, C. T., Whiteson, S., Roijers, D., Valenti, R., & Gevers, T. (2014). Towards Personalised Gaming via Facial Expression Recognition. In I. Horswill, & A. Jhala (Eds.), Proceedings of the Tenth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2014) (pp. 30-36). AAAI Press. http://www.aaai.org/Press/Proceedings/aiide14.php
  • Open Access
    Tan, C. T., Bakkes, S., & Pisan, Y. (2014). Correlation between Facial Expressions and the Game Experience Questionnaire. In Y. Pisan, N. M. Sgouros, & T. Marsh (Eds.), Entertainment Computing - ICEC 2014: 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014: proceedings (pp. 229-231). (Lecture Notes in Computer Science; Vol. 8770). Springer. https://doi.org/10.1007/978-3-662-45212-7
  • Open Access
    Becht, I., & Bakkes, S. (2014). meIRL-BC: Predicting Player Positions in Video Games. In T. Barnes, & I. Bogost (Eds.), Proceedings of the 9th International Conference on the Foundations of Digital Games Society for the Advancement of the Science of Digital Games. http://www.fdg2014.org/papers/fdg2014_paper_01.pdf
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