• 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