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Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter
Published 2010-01-01Get full text
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A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines
Published 2008-01-01“…We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. …”
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Towards an Information Model of Consistency Maintenance in Distributed Interactive Applications
Published 2008-01-01“…Results from an experimental study on a first-person shooter game are used to illustrate the utility of this measurement process. …”
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Optimal Skipping Rates: Training Agents with Fine-Grained Control Using Deep Reinforcement Learning
Published 2019-01-01“…Similarly, ViZDoom is a game artificial intelligence research platform based on Doom used for visual deep reinforcement learning in 3D game environments such as first-person shooters (FPS). While training, the speed of the learning agent greatly depends on the number of frames the agent is permitted to skip. …”
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