"Abstract. While building a game engine in Microsoft XNA 4 that pow-
ered a RTS (real-time strategy) tower defense type game, we were faced
with the issue of increasing the amount of visual feedback received by the
player and adding value to the gameplay by creating a more immersive
atmosphere. This is a common goal shared by all games, and with the
recent advancements in graphics hardware (namely OpenGL, DirectX and
the advent of programmable shaders) it has become a necessity. In this pa-
per we will build upon the shadowing techniques known as VSM (variance
shadow map) and LVSM (layered variance shadow map) and discuss some
of the issues and optimizations we employed in order to add real-time soft
shadowing capabilities to our game engine."
"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."