Moby Games
DBLP
PhD. Thesis, "An Emergent Approach to Game Design - Development and Play"
Emergence in Games, supervised by Janet Wiles.
Publications:
"Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues"
@misc{ and-playercentered,
author = "Penelope Sweetser And",
title = "Player-Centered Game Environments: Assessing Player Opinions, Experiences and Issues",
url = "http://citeseer.ist.psu.edu/704590.html" }
Sweetser, P. (in press) Emergence in Games. Hingham, MA: Charles River Media, Inc.
Sweetser, P. (2006) An Emergent Approach to Game Design - Development and Play. Ph.D. Thesis. University of Queensland, Australia.
Sweetser, P. (2006) Environmental Awareness in Game Agents. In Rabin, S. (Ed.), AI Game Programming Wisdom 3, Hingham, MA: Charles River Media, Inc.
Sweetser, P. & Wiles, J. (2005) Scripting versus Emergence: Issues for Game Developers and Players in Game Environment Design. International Journal of Intelligent Games and Simulations 4 (1), pp. 1-9.
Sweetser, P. & Wiles, J. (2005) Combining Influence Maps and Cellular Automata for Reactive Game Agents. 6th International Conference on Intelligent Data Engineering and Automated Learning, Lecture Notes in Computer Science, 3578, pp. 524-531.
Sweetser, P. (2004). How to Build Neural Networks for Games. In Rabin, S. (Ed.), AI Game Programming Wisdom 2.
Sweetser, P. (2004). How to Build Evolutionary Algorithms for Games. In Rabin, S. (Ed.), AI Game Programming Wisdom 2.
Sweetser, P. (2004). Strategic Decision-Making with Neural Networks and Influence Maps. In Rabin, S. (Ed.), AI Game Programming Wisdom 2.
Sweetser, P. (2004) Using Cellular Automata and Influence Maps in Games. Presented at the Australian Game Developers Conference, Melbourne, Australia (2-4 December, 2004).
Sweetser, P. (2002) Learning AI in Games. Presented at the Australian Game Developers Conference, Melbourne, Australia (6-8 December, 2002).
Sweetser, P. & Wyeth, P. (2005) GameFlow: A Method for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3 (3).
@article{1077253,Peta Wyeth, HCI (learning) and games lecturer at Nottingham.
author = {Penelope Sweetser and Peta Wyeth},
title = {GameFlow: a model for evaluating player enjoyment in games},
journal = {Comput. Entertain.},
volume = {3},
number = {3},
year = {2005},
issn = {1544-3574},
pages = {3--3},
doi = {http://doi.acm.org/10.1145/1077246.1077253},
publisher = {ACM},
address = {New York, NY, USA},
}
Sweetser, P. & Johnson, D. (2004) Player-Centred Game Environments: Assessing Playing Opinions, Experiences and Issues. Entertainment Computing - ICEC 2004: Third International Conference, Lecture Notes in Computer Science, 3166, pp. 321-332.
Sweetser, P., Johnson, D., Sweetser, J., & Wiles, J. (2003) Creating Engaging Artificial Characters for Games. Proceedings of the Second International Conference on Entertainment Computing.
@inproceedings{958734,
author = {Penelope Sweetser and Daniel Johnson and Jane Sweetser and Janet Wiles},
title = {Creating engaging artificial characters for games},
booktitle = {ICEC '03: Proceedings of the second international conference on Entertainment computing},
year = {2003},
pages = {1--8},
location = {Pittsburgh, Pennsylvania},
publisher = {Carnegie Mellon University},
address = {Pittsburgh, PA, USA},
}
Sweetser, P. & Dennis, S. (2003). Facilitating Learning in a Real Time Strategy Computer Game. Entertainment Computing: Technologies and Applications (eds. Ryohei Nakatsu and Junichi Hoshino). Kluwer Academic Publishers, Boston.
Sweetser, P. & Drennan, P. (2003) User-Centred Design in Games. Presented at the Australian Game Developers Conference Academic Summit, Melbourne, Australia (20-23 November, 2003).
Johnson, D., Gardner, J., Wiles, J., Sweetser, P. & Hollingsworth, K. (2003). The Inherent Appeal of Physically Controlled Peripherals. Entertainment Computing: Technologies and Applications (eds. Ryohei Nakatsu and Junichi Hoshino). Kluwer Academic Publishers, Boston.
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