Abstract | ||
---|---|---|
In order to reach as many players as possible, videogames usually allow the user to choose the difficulty level. To do it,
game designers have to decide the values that some game parameters will have depending on that decision. In simple videogames
this is almost trivial: minesweeper is harder with longer board sizes and number of mines. In more complex games, game designers
may take advantage of data mining to establish which of all the possible parameters will affect positively to the player experience.
This paper describes the use of Formal Concept Analysis to help to balance the game using the logs obtained in the tests made
prior the release of the game.
|
Year | DOI | Keywords |
---|---|---|
2006 | 10.1007/978-1-84628-663-6_16 | data mining,formal concept analysis,game design |
Field | DocType | Citations |
Computer science,Game design,Game design document,Association rule learning,Human–computer interaction,Simulations and games in economics education,Artificial intelligence,Case-based reasoning,Formal concept analysis,Player experience,Focus group | Conference | 0 |
PageRank | References | Authors |
0.34 | 4 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Marco A. Gómez-Martín | 1 | 21 | 3.16 |
Pedro P. Gómez-Martín | 2 | 14 | 2.25 |
Pedro A. Gonzâlez-Calero | 3 | 0 | 0.34 |
Belén Díaz-agudo | 4 | 484 | 49.71 |