Sökning: "Supér Mario"

Visar resultat 1 - 5 av 19 uppsatser innehållade orden Supér Mario.

  1. 1. Representing video game style with procedurally generated content : How wave function collapse can be used to represent style in video games

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Filip Hedman; Martin Håkansson; [2023]
    Nyckelord :Procedural content generation; Procedural generation; Wave function collapse; Video games; Platform game; Expressive range; Generering av procedurinnehåll; Processuell generering; Vågfunktion kollaps; Videospel; Plattformsspel; Uttrycks räckvidd;

    Sammanfattning : As the video gaming industry continues to grow, developers face increasing pressure to produce innovative content swiftly and cost-effectively. Procedural Content Generation (PCG), the use of algorithms to automate content creation, offers a solution to this problem. LÄS MER

  2. 2. Nostalgia as a Tool to Revitalize brands: a case study of the Barbie and Super Mario Bros films

    L3-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Assal Ali-Babaeian-Nassab; Alexandra Adwani; Tilde Sinnerdal; Rosa Delgadillo Ryberg; [2023]
    Nyckelord :Nostalgia branding; Brand Revitalization; Brand Extension; Brand Perception; Brand Community; Barbie; Super Mario Bros; Business and Economics;

    Sammanfattning : The purpose of the study is to explore the relationship between nostalgia, brand perception and brand community, aiming to provide insight in effectively revitalizing through brand extension. Further, we aim to assess whether a shift in brand perception is a prerequisite for brand revitalization. LÄS MER

  3. 3. Stabilizing Side Effects of Experience Replay With Different Network Sizes for Deep Q-Network

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Simon Granström; [2023]
    Nyckelord :;

    Sammanfattning : This report investigates the effects of two different types of batch selection used for traininga Deep Reinforcement Learning agent in games. More specifically, the impact of thedifferent methods were tested for different sizes of Deep Neural Networks while using theDeep Q-Network (DQN) algorithm. LÄS MER

  4. 4. GAME FEEL INOM 2D-PLATFORMERS : En studie av game feel tekniker som används inom 2D-platformers

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Oliver Malinaric; [2023]
    Nyckelord :game feel; realtidskontroll; 2D-platformers; spelupplevelse; spelanalys;

    Sammanfattning : I detta arbete studerades hur olika tekniker för att förstärka game feel av realtidskontroll inom spel, delvis generellt men också specifikt kopplat till 2D-platformers, användes inom spel av den genren. Bakgrundskapitlet beskriver vad game feel är och hur det upplevs. LÄS MER

  5. 5. How does the performance of NEAT compare to Reinforcement Learning?

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Marcus Andersson; [2022]
    Nyckelord :;

    Sammanfattning : This study examined the relative performance of Deep Reinforcement Learning compared to a neuroevolution algorithm called NEAT when used to train AIs in a discrete game environment. Today there are many AI techniques to choose from among which NEAT and RL have become popular alternatives. LÄS MER