The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Real-Time Game Adaptation for Optimizing Player Satisfaction
Open accessAbstract
A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment preferences for augmented-reality game players. An adaptive mechanism then adjusts controllable game parameters in real time in order to improve the entertainment value of the game for the player. The basic approach presented here applies gradient ascent to the user model to suggest the direction of parameter adjustment that leads toward games of higher entertainment value. A simple rule set exploits the derivative information to adjust specific game parameters to augment the entertainment value. Those adjustments take place frequently during the game with interadjustment intervals that maintain the user model's accuracy. Performance of the adaptation mechanism is evaluated using a game survey experiment. Results indicate the efficacy and robustness of the mechanism in adapting the game according to a user's individual playing features and enhancing the gameplay experience. The limitations and the use of the methodology as an effective adaptive mechanism for entertainment capture and augmentation are discussed.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Sweetser (2005) · doi:10.1145/1077246.1077253 · Cited by 2,124
Cited by
Experience-Driven Procedural Content Generation
Yannakakis, G. N., & Togelius, J. (2011) · IEEE Transactions on Affective Computing · doi:10.1109/t-affc.2011.6 · Cited by 470
Self-citationYannakakis, G. N. (2012) · Proceedings of the 9th conference on Computing Frontiers · doi:10.1145/2212908.2212954 · Cited by 179
Self-citation
Metadata
- Authors
- Yannakakis, G. N., & Hallam, J.
- Venue
- IEEE Transactions on Computational Intelligence and AI in Games
- Published
- 2009-06
- Volume
- 1
- Issue
- 2
- Pages
- 121-133
- ISSN
- 1943-068X (ISSN-L)
- 1943-0698
- OpenAlex
- W2149390557
- Cited by
- 199
- References
- 1
- FWCI
- 16.63
- Type
- journal article
- Language
- en
- Open access
- green
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Real-Time Game Adaptation for Optimizing Player Satisfaction. https://app.cochat.ai/papers/10.1109/tciaig.2009.2024533
- The paper
- Yannakakis, G. N., & Hallam, J. (2009). Real-Time Game Adaptation for Optimizing Player Satisfaction. IEEE Transactions on Computational Intelligence and AI in Games. https://doi.org/10.1109/tciaig.2009.2024533
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.