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
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