Giel van Lankveld, Pieter Spronck, Matthias Rauterberg
In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human player. Our approach has been implemented in a small game called Glove.
Subjects: 1.8 Game Playing; 6. Computer-Human Interaction
Submitted: Jul 24, 2008