"a method for the automatic generation
of virtual players that adapt to the player skills; this is done by
building initially a model of the player behavior in real time during the
game, and further evolving the virtual player via this model in-between
two games."
The Zeitgeist that Teaches Geography Challenges of Learning Game Design Introducing the Story Engineand Learning Engine The FourStage Approach to JustinTime Personalization Meeting the Challenges of Gamebased Learning A Possibility to Reduce Costs of DEGs Learning Effectiveness Validation LEV Interactive Digital Storytelling Narrative GameBased Learning Objects Challenges in Realizing Personalized Digital Gamebased Learning Realtime Interaction Trajectory for Adaptivity Evaluation RITAE
Abstract: "We present a method for simulating the melting
and owing of material in burning objects fast
enough to be of use in video games where most
of the graphical and computational resources are
needed elsewhere. The standard practice of us-
ing particle engines or uid dynamics for melting
are far too costly for use in this environment. We
demonstrate that our method, which is based on
systematic polygonal expanding and folding, uses
only a fraction of the computational power avail-
able by implementing the computation on a very
modest GPU using CUDA"