- Artificial Intelligence in Games
- Digital Games and Media
- Behavioral Health and Interventions
- Gambling Behavior and Treatments
- Emotion and Mood Recognition
- Virtual Reality Applications and Impacts
- Mental Health Research Topics
- Video Analysis and Summarization
- Color perception and design
- Reinforcement Learning in Robotics
- Innovative Human-Technology Interaction
Technical University of Košice
2016-2019
Real-time strategy games have become an increasingly popular test bed for modern artificial intelligence (AI) techniques. With this rise in popularity has come the creation of several annual competitions, which AI agents (bots) play full game StarCraft: Broodwar by Blizzard Entertainment. The three major StarCraft Competitions are Student Tournament, Computational Intelligence Games competition, and Artificial Interactive Digital Entertainment competition. In paper, we will give overview...
Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that alone carries inherent problems—mainly misinterpretation and temporal delay during longer experiments—and therefore, should not be used a sole metric. To tackle this problem, we propose possibility modeling consumer using psychophysiological measures demonstrate how models can trained machine learning methods. use...
With the increase in popularity of electronic entertainment (EE), demand optimization its individual element arose.Big studios producing products EE (movies, video-games, music, etc.) are benefiting from any gathered feedback their customers.Customer's reaction to parts video-game might be invaluable for future level-designers, form information about each single aspect/feature targeted process.In this paper, we present a study checkpoints on way optimizing such using artificial...
Despite excessive amount of research done in the field automated RTS gameplay, subtle changes strategies are often ignored leading to non-optimal results. Researchers consider obvious strategical decisions order cover as many gameplay scenarios possible. In this paper, we focus on creating a dataset atypical which overlooked and using machine learning methods for detection these during gameplay. Such information could be used predict before they occur, or correspond adaptive behavior is able...
Analyses of user experience in electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that alone carries inherent problems - mainly the subject bias and interpretation difficulties therefore should not be used a sole metric. To deal with this problem, we propose possibility creating model consumer based psychophysiological measurements describe how can trained using machine learning methods. Models...