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2018 World Symposium on Digital Intelligence for Systems and Machines (DISA), 08/2018, pp. 159 - 164
Despite excessive amount of research done in the field of automated RTS gameplay, subtle changes in strategies are often ignored leading to non-optimal... 
Training | Data analysis | Buildings | Games | Machine learning | Classification | Tools | Real-time systems | StarCraft
Conference Proceeding
IEEE Transactions on Games, ISSN 2475-1502, 09/2019, Volume 11, Issue 3, pp. 227 - 237
Real-time strategy games have become an increasingly popular test bed for modern artificial intelligence (AI) techniques. With this rise in popularity has come... 
computational intelligence | Bot (Internet) | computer science education | education | educational programs | Entertainment industry | Games | Real-time systems | learning | machine learning | Artificial intelligence | Open source software | COMPUTER SCIENCE, SOFTWARE ENGINEERING | COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Journal Article
2018 World Symposium on Digital Intelligence for Systems and Machines (DISA), 08/2018, pp. 219 - 226
Analyses of user experience in electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews,... 
Correlation | Time-series | Modeling | Electronic entertainment | Dota 2 | Atmospheric measurements | Psychophysiological measurements | Hidden Markov models | Hearthstone | Games | Machine learning | Physiology | Heart rate variability
Conference Proceeding
Acta Electrotechnica et Informatica, ISSN 1335-8243, 09/2016, Volume 16, Issue 3, pp. 48 - 53
Journal Article
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