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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Co-evolving real times strategy game players

Miles, Christopher E. January 2007 (has links)
Thesis (Ph. D.)--University of Nevada, Reno, 2007. / "August, 2007." Includes bibliographical references (leaves 104-108). Online version available on the World Wide Web.
32

A methodology for the design of educational computer adventure games /

Moser, Robert B. January 2000 (has links)
Thesis (Ph. D.)--University of New South Wales, 2000. / Also available online.
33

Infinite regress: the blurring of an architectural game-space /

Boron, Dariusz Jakob, January 1900 (has links)
Thesis (M.Arch.) - Carleton University, 2006. / Includes bibliographical references (p. 91-92). Also available in electronic format on the Internet.
34

Extending dynamic scripting /

Ludwig, Jeremy R. January 2008 (has links)
Thesis (Ph. D.)--University of Oregon, 2008. / Typescript. Includes vita and abstract. Includes bibliographical references (leaves 163-167). Also available online in Scholars' Bank; and in ProQuest, free to University of Oregon users.
35

From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /

Kubik, Erica. January 2010 (has links)
Thesis (Ph.D.)--Bowling Green State University, 2010. / Document formatted into pages; contains v, 146 p. Includes bibliographical references.
36

Cyberciege scenario illustrating integrity risks to a military like facility /

Fielk, Klaus W. January 2004 (has links) (PDF)
Thesis (M.S. in Computer Science)--Naval Postgraduate School, Sept. 2004. / Thesis advisor(s): Cynthia E. Irvine, Paul C. Clark. Includes bibliographical references (p. 97-101). Also available online.
37

Computer gaming for vision therapy /

Carvelho, Tristan. January 2007 (has links)
Thesis (M.Sc.)--York University, 2007. Graduate Programme in Computer Science and Engineering. / Typescript. Includes bibliographical references (leaves 143-154). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR38754
38

Guidelines for the design of augmented reality strategy games : a thesis submitted in partial fulfilment of the requirements for the degree of Master of Science in the University of Canterbury /

Nilsen, Trond. January 2006 (has links)
Thesis (M. Sc.)--University of Canterbury, 2006. / Typescript (photocopy). Includes bibliographical references (leaves 105-114). Also available via the World Wide Web.
39

IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY

Patel, Ushma Kesha 01 May 2011 (has links)
In modern computer games, `bots' - Intelligent realistic agents play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game player.
40

Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience

Marais, Craig January 2013 (has links)
This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating the applicable documentation at the international, national and departmental levels. The position of game development as a sub-category of software development is established and the Indie paradigm is investigated as a further sub-category of game development. Furthermore, the Indie paradigm is investigated through in-depth analyses of the techniques used in the development of ten Indie games. This investigation serves to identify the commonly used techniques in the Indie paradigm. The research presents a case study of the game development projects at the School of ICT at the NMMU for the period from 2009 to 2013. This case study combined with the techniques identifed from the Indie paradigm forms the basis of the guidelines presented by this research. The guidelines are subject to a review by an industry expert. The review takes the form of an expert interview, which serves to verify the guidelines. This research concludes by demonstrating alignment with the objectives it set out to achieve and motivating the success of the research conducted.

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