Fuzzy Cognitive Maps Based Game Balancing System in Real Time
Players may stop playing a picked amusement sooner than anticipated for some reasons. A standout amongst the most vital is identified with the way amusement planners and designers adjust diversion challenge levels. Practically speaking, players have distinctive ability levels and may discover common...
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Format: | EJournal Article |
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Institute of Advanced Engineering and Science,
2018-02-01.
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LEADER | 02530 am a22003013u 4500 | ||
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001 | ijeecs10264_7969 | ||
042 | |a dc | ||
100 | 1 | 0 | |a Dhanji, Patel Kalpana |e author |
100 | 1 | 0 | |e contributor |
700 | 1 | 0 | |a Singh, Santhosh Kumar |e author |
245 | 0 | 0 | |a Fuzzy Cognitive Maps Based Game Balancing System in Real Time |
260 | |b Institute of Advanced Engineering and Science, |c 2018-02-01. | ||
500 | |a https://ijeecs.iaescore.com/index.php/IJEECS/article/view/10264 | ||
520 | |a Players may stop playing a picked amusement sooner than anticipated for some reasons. A standout amongst the most vital is identified with the way amusement planners and designers adjust diversion challenge levels. Practically speaking, players have distinctive ability levels and may discover common foreordained troublesome levels as too simple or too hard, getting to be noticeably disappointed or exhausted. The outcome might be diminished inspiration to continue playing the diversion, which implies decreased engagement. A way to deal with alleviate this issue is dynamic amusement trouble adjusting, which is a procedure that alters diversion play parameters progressively as indicated by the present player aptitude level. In this paper we propose a constant answer for DGB utilizing Evolutionary Fuzzy Cognitive Maps, for progressively adjusting a diversion trouble, giving a very much adjusted level of test to the player. Transformative Fuzzy Cognitive Maps depend on ideas that speak to setting diversion factors and are connected by fluffy and probabilistic causal connections that can be refreshed progressively. We talk about a few re-enactment tries that utilization our answer in a runner sort amusement to make all the more captivating and dynamic diversion encounters. | ||
540 | |a Copyright (c) 2017 Institute of Advanced Engineering and Science | ||
540 | |a http://creativecommons.org/licenses/by-nc-nd/4.0 | ||
546 | |a eng | ||
690 | |||
690 | |a Real-time Strategy, Game Difficulty Balancing, Fuzzy Cognitive Maps | ||
655 | 7 | |a info:eu-repo/semantics/article |2 local | |
655 | 7 | |a info:eu-repo/semantics/publishedVersion |2 local | |
655 | 7 | |2 local | |
786 | 0 | |n Indonesian Journal of Electrical Engineering and Computer Science; Vol 9, No 2: February 2018; 335-341 | |
786 | 0 | |n 2502-4760 | |
786 | 0 | |n 2502-4752 | |
786 | 0 | |n 10.11591/ijeecs.v9.i2 | |
787 | 0 | |n https://ijeecs.iaescore.com/index.php/IJEECS/article/view/10264/7969 | |
856 | 4 | 1 | |u https://ijeecs.iaescore.com/index.php/IJEECS/article/view/10264/7969 |z Get fulltext |