{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,13]],"date-time":"2026-03-13T01:24:35Z","timestamp":1773365075132,"version":"3.50.1"},"reference-count":58,"publisher":"Informa UK Limited","issue":"10","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Applied Artificial Intelligence"],"published-print":{"date-parts":[[2007,11,5]]},"DOI":"10.1080\/08839510701527580","type":"journal-article","created":{"date-parts":[[2007,11,14]],"date-time":"2007-11-14T11:35:53Z","timestamp":1195040153000},"page":"933-971","source":"Crossref","is-referenced-by-count":90,"title":["TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES"],"prefix":"10.1080","volume":"21","author":[{"given":"Georgios N.","family":"Yannakakis","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"John","family":"Hallam","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"301","reference":[{"key":"CIT0001","volume-title":"Artificial Life II","author":"Ackley D. H.","year":"1992"},{"key":"CIT0002","unstructured":"Andrade , G. , G. Ramalho , H. Santana , and V. Corruble . 2005 . Extending reinforcement learning to provide dynamic game balancing . In: Proceedings of the Workshop on Reasoning, Representation, and Learning in Computer Games, 19th International Joint Conference on Artificial Intelligence (IJCAI) , pages 7 \u2013 12 ."},{"key":"CIT0003","volume-title":"AI Game Development","author":"Champandard A. J.","year":"2004"},{"key":"CIT0004","unstructured":"Cole , N. , S. J. Louis , and C. Miles . 2004 . Using a genetic algorithm to tune first-person shooter bots. In: Proceedings of the 2004 Congress on Evolutionary Computation , pages 139 \u2013 145 ."},{"key":"CIT0005","volume-title":"Flow: The Psychology of Optimal Experience","author":"Csikszentmihalyi M.","year":"1990"},{"key":"CIT0006","unstructured":"Demasi , P. and A. J. de O. Cruz . 2002 . On-line coevolution for action games . In: Proceedings of the 3rd Interational Conference on Intelligent Games and Simulation (GAME-ON) , pages 113 \u2013 120 ."},{"key":"CIT0007","doi-asserted-by":"crossref","unstructured":"Fogel , D. B. 1993 . Using evolutionary programming to construct neural networks that are capable of playing tic-tac-toe. In: Proceedings of the IEEE International Conference on Neural Networks , page 875 \u2013 880 , San Francisco , CA , USA : IEEE Press .","DOI":"10.1109\/ICNN.1993.298673"},{"key":"CIT0008","volume-title":"Blondie 24: Playing at the Edge of AI","author":"Fogel D. B.","year":"2002"},{"key":"CIT0009","doi-asserted-by":"crossref","unstructured":"Fogel , D. B. , T. J. Hays , and D. R. Johnson , 2004 . A platform for evolving characters in competitive games. In: Proceedings of the Congress on Evolutionary Computation (CEC-04) , pages 1420 \u2013 1426 , June 2004 .","DOI":"10.1109\/CEC.2004.1331063"},{"key":"CIT0010","doi-asserted-by":"crossref","DOI":"10.1201\/9781439864807","volume-title":"Artificial Intelligence for Computer Games","author":"Funge J. D.","year":"2004"},{"key":"CIT0011","unstructured":"Gallagher , M. and A. Ryan . 2003 . Learning to play Pac-man: An evolutionary, rule-based approach . In: Proceedings of the Congress on Evolutionary Computation (CEC) , pages 2462 \u2013 2469 ."},{"key":"CIT0012","unstructured":"Graepel , T. , R. Herbrich , and J. Gold . 2004 . Learning to fight . In: Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education , pages 193 \u2013 200 , Reading , UK ."},{"key":"CIT0013","first-page":"32","volume-title":"IJCAI-95 Workshop on Adaptation and Learning in Multiagent Systems","author":"Haynes T.","year":"1995"},{"key":"CIT0014","unstructured":"Hunicke , R. and V. Chapman . 2004 . AI for dynamic difficulty adjustment in games . In: Proceedings of the Challenges in Game AI Workshop, 19th Nineteenth National Conference on Artificial Intelligence (AAAI'04) , pages 91 \u2013 96 ."},{"key":"CIT0015","first-page":"65","volume-title":"IWEC2002 Proceedings","author":"Iida H.","year":"2003"},{"key":"CIT0016","unstructured":"Isla , D. and B. Blumberg . 2002 . New challenges for character-based AI for games. In: Proceedings of the AAAI Spring Symposium on AI and Interactive Entertainment , pages 41 \u2013 45 , Stanford , CA , USA : AAAI Press ."},{"key":"CIT0017","volume-title":"Adaptive AI","author":"Johnson S.","year":"2004"},{"key":"CIT0018","unstructured":"Kaiser , S. and T. Wehrle . 1996 . Situated emotional problem solving in interactive computer games . In: Proceedings of the VIXth Conference of the International Society for Research on Emotions , pages 276 \u2013 280 , ISRE Publications ."},{"key":"CIT0019","unstructured":"Kaiser , S. , T. Wehrle , and S. Schmidt . 1998 . Emotional episodes, facial expressions, and reported feelings in human computer interactions . In: Proceedings of the Xth Conference of the International Society for Research on Emotions , pages 82 \u2013 86 , ISRE Publications ."},{"key":"CIT0020","doi-asserted-by":"publisher","DOI":"10.1109\/MIS.2002.1024752"},{"key":"CIT0021","volume-title":"A Theory of Fun for Game Design","author":"Koster R.","year":"2005"},{"key":"CIT0022","volume-title":"Genetic Programming: On the Programming of Computers by Means of Natural Selection","author":"Koza J.","year":"1992"},{"key":"CIT0023","doi-asserted-by":"crossref","first-page":"32","DOI":"10.1145\/502269.502290","volume":"3","author":"Laird J. E.","year":"2002","journal-title":"Communications of the ACM"},{"key":"CIT0024","unstructured":"Laird , J. E. and M. van Lent . 2000 . Human-level AI's killer application: Interactive computer games . In: Proceedings of the Seventh National Conference on Artificial Intelligence (AAAI) , pages 1171 \u2013 1178 , Saint Paul , MN ."},{"key":"CIT0025","volume-title":"Why We Play Games: Four Keys to More Emotion Without Story.","author":"Lazzaro N.","year":"2004"},{"key":"CIT0026","unstructured":"Lucas , S. 2005 . Evolving a neural network location evaluator to play Ms. Pac-Man . In:Proceedings of the IEEE Symposium on Computational Intelligence and Games, pages 203 \u2013 210 , Cambridge , MA : Colchester , UK ."},{"key":"CIT0027","first-page":"150","volume-title":"Genetic Programming 1996: Proceedings of the First Annual Conference","author":"Luke S.","year":"1996"},{"key":"CIT0028","first-page":"258","volume":"6","author":"Malone T. W.","year":"1981","journal-title":"Byte"},{"key":"CIT0029","unstructured":"McQuiggan , S. , S. Lee , and J. Lester . 2006 . Predicting user physiological response for interactive environments: An inductive approach . In: Proceedings of the 2nd Artificial Intelligence for Interactive Digital Entertainment Conference , pages 60 \u2013 65 ."},{"key":"CIT0030","doi-asserted-by":"crossref","unstructured":"Miller , G.andD. Cliff.1994.Protean behavior in dynamic games: Arguments for the co-evolution of pursuit-evasion tactics. In: From Animals to Animats 3: Proceedings of the Third International Conference on Simulation of Adaptive Behavior (SAB-94), pages411\u2013420,MIT Press.","DOI":"10.7551\/mitpress\/3117.003.0060"},{"key":"CIT0031","unstructured":"Ponsen , M. and P. Spronck . 2004 . \u201cImproving adaptive game AI with evolutionary learning. In: Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education , pages 389 \u2013 396 , Reading , UK ."},{"key":"CIT0032","volume-title":"AI Game Programming Wisdom","author":"Rabin S.","year":"2002"},{"key":"CIT0033","unstructured":"Rani , P. , N. Sarkar , and C. Liu . 2005 . Maintaining optimal challenge in computer games through real-time physiological feedback . In Proceedings of the 11th International Conference on Human Computer Interaction , pages 184 \u2013 192 ."},{"key":"CIT0034","unstructured":"Read , J. , S. MacFarlane , and C. Cassey . 2002 . Endurability, engagement and expectations . In Proceedings of International Conference for Interaction Design and Children , ACM Press ."},{"key":"CIT0035","doi-asserted-by":"publisher","DOI":"10.1023\/A:1008224732364"},{"key":"CIT0036","doi-asserted-by":"crossref","unstructured":"Rosca , J. 1996 . Generality versus size in genetic programming . In Genetic Programming 1996: Proceedings of the First Annual Conference , pages 381 \u2013 387 , Palo Alto , California , USA : MIT Press .","DOI":"10.7551\/mitpress\/3242.003.0056"},{"key":"CIT0037","unstructured":"Spronck , P. , I. Sprinkhuizen-Kuyper , and E. Postma . 2004 . Difficulty scaling of game AI . In: Proceedings of the 5th International Conference on Intelligent Games and Simulation (GAME-ON 2004) , pages 33 \u2013 37 ."},{"key":"CIT0038","unstructured":"Stanley , K. , Bryant , B. , and R. Miikkulainen . 2005 . Real-time evolution in the NERO video game . In: Proceedings of the IEEE Symposium on Computational Intelligence and Games , pages 182 \u2013 189 , Colchester , UK ."},{"key":"CIT0039","doi-asserted-by":"publisher","DOI":"10.1162\/106365602320169811"},{"key":"CIT0040","doi-asserted-by":"crossref","DOI":"10.1145\/1077246.1077253","volume":"3","author":"Sweetser P.","year":"2005","journal-title":"ACM Computers in Entertainment"},{"key":"CIT0041","unstructured":"Taylor , T. 2000 . \u201cArtificial life techniques for generating controllers for physically modelled characters.\u201d In: Proceedings of the First International Conference on Intelligent Games and Simulation (GAME-ON 2000) , \u25aa."},{"key":"CIT0042","doi-asserted-by":"publisher","DOI":"10.1016\/S0004-3702(01)00110-2"},{"key":"CIT0043","doi-asserted-by":"crossref","first-page":"315","DOI":"10.7551\/mitpress\/3122.003.0040","volume-title":"From Animals to Animats 8: Proceedings of the 8th International Conference on Simulation of Adaptive Behavior (SAB-04)","author":"Thurau C.","year":"2004"},{"key":"CIT0044","unstructured":"Verma , M. A. and P. W. McOwan . 2005 . An adaptive methodology for synthe-sising mobile phone games using genetic algorithms . In: Proceedings of the Congress on Evolutionary Computation (CEC-05) , pages 528 \u2013 535 , Edinburgh , UK ."},{"key":"CIT0045","doi-asserted-by":"publisher","DOI":"10.1145\/365153.365168"},{"key":"CIT0046","unstructured":"Wikipedia, the Free Encyclopedia . 2005 . Pac-Man, [Online]. Available:http:\/\/en.wikipedia.org\/wiki\/Pac-man"},{"key":"CIT0048","volume-title":"AI in Computer Games: Generating Interesting Interactive Opponents by the use of Evolutionary Computation","author":"Yannakakis G. N.","year":"2005"},{"key":"CIT0049","doi-asserted-by":"crossref","first-page":"499","DOI":"10.7551\/mitpress\/3122.003.0062","volume-title":"From Animals to Animats 8: Proceedings of the 8th International Conference on Simulation of Adaptive Behavior (SAB-04)","author":"Yannakakis G. N.","year":"2004"},{"key":"CIT0050","unstructured":"Yannakakis , G. N. and J. Hallam . 2004b .Interactive opponents generate interesting games. In:Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education, pages 240 \u2013 247 , Reading , UK ."},{"key":"CIT0051","unstructured":"Yannakakis , G. N. and J. Hallam . 2005a . A generic approach for generating interesting interactive Pac-man opponents. In: Proceedings of the IEEE Symposium on Computational Intelligence and Games , pages 94 \u2013 101 , Colchester , UK ."},{"key":"CIT0052","first-page":"23","volume":"1","author":"Yannakakis G. N.","year":"2005","journal-title":"Journal of Game Development"},{"key":"CIT0053","unstructured":"Yannakakis , G. N.andJ. Hallam.2005c.A scheme for creating digital entertainment with substance. In: Proceedings of the Workshop on Reasoning, Representation, and Learning in Computer Games, 19th International Joint Conference on Artificial Intelligence (IJCAI), pages119\u2013124."},{"key":"CIT0054","first-page":"432","volume-title":"Proceedings of the 4th Hellenic Conference on Artificial Intelligence, Lecture Notes in Artificial Intelligence","volume":"3955","author":"Yannakakis G. N.","year":"2006"},{"key":"CIT0055","first-page":"74","volume-title":"Proceedings of the 10th International Conference on User Modeling; Lecture Notes in Computer Science","volume":"3538","author":"Yannakakis G. N.","year":"2005"},{"key":"CIT0056","first-page":"314","volume-title":"Proceedings of the 5th International Conference on Entertainment Computing, Lecture Notes in Computer Science","volume":"4161","author":"Yannakakis G. N.","year":"2006"},{"key":"CIT0057","first-page":"64","volume-title":"Proceedings of the 1st World Conference for Fun'n Games","author":"Yannakakis G. N.","year":"2006"},{"key":"CIT0058","first-page":"986","volume-title":"Proceedings of the Congress on Evolutionary Computation (CEC-04)","author":"Yannakakis G. N.","year":"2004"},{"key":"CIT0059","doi-asserted-by":"publisher","DOI":"10.1109\/5.784219"}],"container-title":["Applied Artificial Intelligence"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/www.tandfonline.com\/doi\/pdf\/10.1080\/08839510701527580","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,1,22]],"date-time":"2025-01-22T09:39:24Z","timestamp":1737538764000},"score":1,"resource":{"primary":{"URL":"http:\/\/www.tandfonline.com\/doi\/abs\/10.1080\/08839510701527580"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2007,11,5]]},"references-count":58,"journal-issue":{"issue":"10","published-print":{"date-parts":[[2007,11,5]]}},"alternative-id":["10.1080\/08839510701527580"],"URL":"https:\/\/doi.org\/10.1080\/08839510701527580","relation":{},"ISSN":["0883-9514","1087-6545"],"issn-type":[{"value":"0883-9514","type":"print"},{"value":"1087-6545","type":"electronic"}],"subject":[],"published":{"date-parts":[[2007,11,5]]}}}