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Game dynamics : best practices in procedural and dynamic game content generation

Author: Oliver Korn; Newton Lee
Publisher: Cham, Switzerland : Springer, 2017.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds,  Read more...
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Genre/Form: Electronic book
Electronic books
Additional Physical Format: Print version:
Game dynamics.
Cham, Switzerland : Springer, 2017
(OCoLC)967369812
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Oliver Korn; Newton Lee
ISBN: 9783319530888 3319530887
OCLC Number: 980874994
Notes: Includes index.
Description: 1 online resource
Contents: About the Editors; An Introduction to Dynamic and Procedural Content Generation; 1 A Very Short History of Dynamic and Procedural Content Generation; Abstract; 1 Introduction and Motivation; 2 PCG Methods; 2.1 Brown Fractals and Mandelbrot Sets; 2.2 Perlin Noise; 3 State-of-the-Art; 3.1 Categorizing PCG in Games; 3.2 Adjusting the Challenge When Using PCG; 4 The Future of PCG; 5 Conclusion; References; 2 Procedural Content Generation in the Game Industry; Abstract; 1 Introduction; 2 What Is PCG and Why It Is Used in the Game Industry; 3 A Taxonomy of PCG. 4 History of PCG in Game Industry5 Conclusion and Challenges; References; 3 Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design; Abstract; 1 Introduction; 2 State-of-the-Art Game Design Frameworks; 3 Introducing the DDE Framework; 3.1 From Mechanics to Design; 3.2 Design Subcategories; 3.3 Dynamics; 3.4 From Aesthetics to Experience; 3.5 Antagonist and Player-Subject; 4 Discussion: Relationships and Consequences; 4.1 The Ludo-Narrative Disconnect and DDE; 5 Conclusion; References; 4 Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models. Abstract1 Introduction; 2 Recording Gunshot Sounds; 3 Synthesis of Gunshot Sounds; 3.1 Properties of Gunshots; 3.2 Parametric Synthesis of Gunshots; 4 Physically Motivated Synthesis of Gunshot Sounds; 4.1 Muzzle Blast; 4.2 Shock Wave; 4.3 Geometry of Propagation; 4.4 Effects of the Environment; 4.5 Synthesis Model; 5 Evaluation; 5.1 Measurements; 5.2 Stimuli; 5.3 Methodology and Subjects; 5.4 Results; 6 Discussion and Conclusions; Acknowledgements; References; 5 Dynamic Player Pairing: Quantifying the Effects of Competitive Versus Cooperative Attitudes; Abstract; 1 Introduction. 2 Literature Review and Related Works3 Evaluation; 3.1 Design and Participants; 3.2 Measures; 3.2.1 Enjoyment and Social Influence; 3.2.2 Competitive/Cooperative Attitudes; 3.3 Apparatus; 3.4 Procedures; 4 Results; 4.1 Effect of Individual Attitudes; 4.2 Effect of Attitude Pairings; 4.3 Effect of Gender Pairings; 4.4 Effect of Relationship; 4.5 Qualitative Analysis; 4.5.1 Theme 1: Positive Reciprocation; 4.5.2 Theme 2: Winning Reactions; 5 Discussion and Conclusions; 5.1 Game Design Implications; 5.2 Limitations and Future Work; References. 6 FaceMaker-A Procedural Face Generator to Foster Character Design ResearchAbstract; 1 Introduction; 2 Related Work; 3 Parametric Average Face; 3.1 Model Requirements; 3.2 3D Face Model; 3.3 Parametrized Morphings; 4 FaceMaker Implementation; 4.1 Online Face Generator; 4.2 Requirements and Compatibility; 4.3 Measurements, Back-End, and Extensions; 4.4 Delimitation from Avatar Generators in Games; 5 Cluster Analysis and Statistics; 5.1 Procedure; 5.2 Participants; 5.3 Clustering and Multi-dimensional Scaling; 5.4 Cluster Analysis and Statistical Results; 6 Discussion; Acknowledgements.
Responsibility: Oliver Korn, Newton Lee, editors.

Abstract:

This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content  Read more...

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