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TIME BALANCING OF COMPUTER GAMES USING ADAPTIVE TIME-VARIANT MINIGAMES

dc.contributor.advisorStanley, Kevin G.en_US
dc.contributor.advisorGutwin, Carlen_US
dc.contributor.committeeMemberMakaroff, Dwighten_US
dc.contributor.committeeMemberHorsch, Michael C.en_US
dc.contributor.committeeMemberVanderby, Soniaen_US
dc.creatorTavassolian, Aminen_US
dc.date.accessioned2014-08-21T12:00:18Z
dc.date.available2014-08-21T12:00:18Z
dc.date.created2014-03en_US
dc.date.issued2014-08-20en_US
dc.date.submittedMarch 2014en_US
dc.description.abstractGame designers spend a great deal of time developing balanced game experiences. However, differences in player ability, hardware capacity (e.g. network connections) or real-world elements (as in mixed-reality games), make it difficult to balance games for different players in different conditions. In this research, adaptive time-variant minigames have been introduced as a method of addressing the challenges in time balancing as a part of balancing players of games. These minigames were parameterized to allow both a guaranteed minimum play time (the minimum time to complete a minigames to address the fixed temporal constraints) and dynamic adaptability (the ability of adapting the game during the game play to address temporal variations caused by individual differences). Three time adaptation algorithms have been introduced in this research and the interaction between adaptive algorithm, game mechanic, and game difficulty were analyzed in controlled experiments. The studies showed that there are significant effects and interactions for all three factors, confirming the initial hypothesis that these processes were important and linked to each other. Furthermore, the studies revealed that finer temporal granularity leads to less-perceptible adaptation and smaller deviations in game completion times. The results also provided evidence that adaptation mechanisms allow accurate prediction of play time. The designed minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game. It was also found that these adaptation algorithms did not interrupt the overall play experience.en_US
dc.identifier.urihttp://hdl.handle.net/10388/ETD-2014-03-1627en_US
dc.language.isoengen_US
dc.subjectgame balancingen_US
dc.subjectdynamic balancingen_US
dc.subjectminigameen_US
dc.subjectadaptive time-variant minigamesen_US
dc.titleTIME BALANCING OF COMPUTER GAMES USING ADAPTIVE TIME-VARIANT MINIGAMESen_US
dc.type.genreThesisen_US
dc.type.materialtexten_US
thesis.degree.departmentComputer Scienceen_US
thesis.degree.disciplineComputer Scienceen_US
thesis.degree.grantorUniversity of Saskatchewanen_US
thesis.degree.levelMastersen_US
thesis.degree.nameMaster of Science (M.Sc.)en_US

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