Skip to main content

Artificial Ants and Dynamical Adaptation of Accessible Games Level

  • Conference paper
Computers Helping People with Special Needs (ICCHP 2008)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5105))

Included in the following conference series:

Abstract

Designing a relevant artificial intelligence engine for video games does not always consist in finding a best solution (best opponent, best path, etc.), it can sometimes consist in providing the player with the best gaming experience, and this can be a compromise between being strong enough to give an interesting challenge, and not being too strong so that the player can never win. This game tuning is particularly prominent in case of games for impaired children: they need to be encouraged more than others, and their tiredness can occur quickly within a game that does not fit to their level. In this paper, we focus on self adaptation abilities of ant colonies in order to test if this kind of behavior can be an efficient way to deal with the game level adaptation problem.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Garnier, S., Gautrais, J., Theraulaz, G.: The biological principles of swarm intelligence. Swarm Intelligence 1(1), 3–31 (2007)

    Article  Google Scholar 

  2. Handl, J., Meyer, B.: Ant-based and swarm-based clustering. Swarm Intelligence 1(2), 95–113 (2007)

    Article  Google Scholar 

  3. Dorigo, M., Stützle, T.: Ant Colony Optimization. MIT Press, Cambridge (2004)

    MATH  Google Scholar 

  4. Dunn, J.: Ant colony organization for mmorpg and rts creature resource gathering. In: Rabin, S. (ed.) AI Game Programming Wisdom, vol. 3, pp. 495–505. Thomson Delmar Learning (2005)

    Google Scholar 

  5. Mitchell, A., Savill-Smith, C.: The use of computer and video games for learning: a review of the literature (2004)

    Google Scholar 

  6. Gee, J.P.: Why video games are good for learning? In: Keynote address at Curriculum Corporation 13th National Conference (2006)

    Google Scholar 

  7. Bierre, K., Chetwynd, J., Ellis, B., Hinn, M., Ludi, S., Westin, T.: Game not over: Accessibility issues in video games (2005) a chercher

    Google Scholar 

  8. Grammenos, D., Savidis, A., Stephanidis, C.: Ua-chess: A universally accessible board game. In: Proceedings of the 3rd International Conference on Universal Access in Human-Computer Interaction, Las Vegas, Nevada (2005)

    Google Scholar 

  9. Jenova, C.: Flow in games. PhD thesis, MFA Thesis, University of Southern California (2001), http://www.jenovachen.com/flowingames/

  10. Archambault, D., Ossmann, R., Gaudy, T., Miesenberger, K.: Computer games and visually impaired people. UPGRADE 8(2), 43–53 (2007)

    Google Scholar 

  11. Manslow, J.: Practical algorithms for in-game learning. In: Rabin, S. (ed.) AI Game Programming Wisdom, vol. 3, pp. 599–616. Thomson Delmar Learning (2005)

    Google Scholar 

  12. Bonabeau, E., Dorigo, M., Theraulaz, G.: Swarm Intelligence: From Natural to Artificial Systems. Oxford University Press, New York (1999)

    MATH  Google Scholar 

  13. Hölldobler, B., Wilson, E.: The Ants. Springer, Berlin (1990)

    Google Scholar 

  14. Sepchat, A., Monmarché, N., Archambault, D., Slimane, M.: Accessible video games for visually impaired children. In: The Third Annual International Conference in Computer Game Design and Technology, Liverpool, UK, pp. 58–67 (2005)

    Google Scholar 

  15. Sepchat, A., Monmarché, N., Slimane, M., Archambault, D.: Semi automatic generator of tactile video games for visually impaired children. In: 10th International Conference on Computers Helping People with Special Needs, July 12-14, 2006, pp. 372–379. University of Linz, Austria (2006)

    Chapter  Google Scholar 

  16. Sepchat, A., Monmarché, N., Slimane, M.: Accessible card games for visually impaired players. In: Eizmendi, G., Azkoitia, J.M., G.C. (eds.) Proc. AAATE (European Conference for the Advancement of Assistive Technology in Europe), San Sebastian, Spain, vol. 20, pp. 802–806. IOS Press, Amsterdam (2007)

    Google Scholar 

  17. Puret, A., Archambault, D., Monmarché, N., Slimane, M.: A simple game generator for creating audio/tactile games. Technology and Disability (2006)

    Google Scholar 

  18. Schockaert, S., De Cock, M., C.C.: Efficient clustering with fuzzy ants (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Klaus Miesenberger Joachim Klaus Wolfgang Zagler Arthur Karshmer

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Sepchat, A., Clair, R., Monmarché, N., Slimane, M. (2008). Artificial Ants and Dynamical Adaptation of Accessible Games Level. In: Miesenberger, K., Klaus, J., Zagler, W., Karshmer, A. (eds) Computers Helping People with Special Needs. ICCHP 2008. Lecture Notes in Computer Science, vol 5105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-70540-6_84

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-70540-6_84

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-70539-0

  • Online ISBN: 978-3-540-70540-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics