Sökning: "Puzzle game levels"
Visar resultat 1 - 5 av 9 uppsatser innehållade orden Puzzle game levels.
1. The key of challenging levels: An analysis of 2D puzzle video game levels
Master-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This study is focused on the challenges in puzzle video games. Based on several previous studies, the researcher created seven different types of challenges in puzzle games. LÄS MER
2. Powering up profits - Integrating Power Purchase Agreements and Battery Systems for Nordic Power Futures
Master-uppsats, Lunds universitet/Institutionen för energivetenskaperSammanfattning : This master’s thesis aims to assess the profitability and the factors impacting the profitability of entering a short position in financial derivative contracts on the Nordic power market while procuring electricity through a pay-as-produced power purchase contract and on the day-ahead (DA) market, simultaneously the strategy utilizes a battery storage system to mitigate the effects of price spikes. The research adopted a mixed-method approach by combining quantitative analysis with qualitative findings. LÄS MER
3. Trafikbuller och vitt brus, hjälpmedel eller hinder? : Hur påverkar vitt brus respektive trafikbuller individers upplevda stressnivå i ett 3D pusselspel?
Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologiSammanfattning : Trafikbuller är ett ljud som generellt upplevs störande och kan orsaka stress. Trafikbuller och vitt brus kategoriseras båda som broadband noise, men tycks ha motsatta hälsoeffekter. Frågeställningen som undersökts i denna rapport är således hur trafikbuller kontra vitt brus påverkar individers stressnivå. LÄS MER
4. Investigating gameplay and gaming experience in an audio-only puzzle game using stressful versus calm ambience
Kandidat-uppsats, Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälleSammanfattning : This study investigates if gameplay in an audio-only puzzle game differs when the player is feeling stressed or calm. This was done by conducting a test where 14 participants played an audio-only, puzzle game with two levels. One level containing stressful ambience and the other level containing calm ambience. LÄS MER
5. Using Player Modeling to Improve Automatic Playtesting
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : In this thesis we present two approaches to improve automatic playtesting using player modeling. By modeling various cohorts of players we are able to train Convolutional Neural Network based agents that simulate human gameplay using different strategies directly learnt from real player data. LÄS MER