| dc.contributor.author | Вишнівська, В. В. | uk |
| dc.contributor.author | Коваленко, О. О. | uk |
| dc.contributor.author | Vyshnivska, V. V. | en |
| dc.contributor.author | Kovalenko, O. O. | en |
| dc.date.accessioned | 2026-09-11T11:58:21Z | |
| dc.date.available | 2026-09-11T11:58:21Z | |
| dc.date.issued | 2026 | |
| dc.identifier.citation | Вишнівська В. В., Коваленко О. О. Algorithms for evaluating creative player actions in game simulators // Матеріали LV Всеукраїнської науково-технічної конференції підрозділів ВНТУ, Вінниця, 24-27 березня 2026 р. Електрон. текст. дані. 2026. Електрон. текст. дані. 2026. URI: https://conferences.vntu.edu.ua/index.php/all-fitki/all-fitki-2026/paper/view/28021. | uk |
| dc.identifier.uri | https://ir.lib.vntu.edu.ua/handle/123456789/54158 | |
| dc.description.abstract | У тезах розглядаються алгоритми оцінювання творчих дій гравця у симуляторах творчої діяльності. | uk |
| dc.description.abstract | This paper examines algorithms for evaluating creative player actions in creative activity simulators. The main approaches to the formalization and measurement of creativity in a gaming context are analyzed, including heuristic methods, machine learning, and combined approaches. A classification of evaluation methods is proposed, and quality criteria for assessing creative actions are defined. Special attention is paid to player progression and the dynamic adaptation of evaluation algorithms depending on the level of mastery. | en |
| dc.language.iso | uk_UA | uk_UA |
| dc.publisher | ВНТУ | uk |
| dc.relation.ispartof | Матеріали LV Всеукраїнської науково-технічної конференції підрозділів ВНТУ, Вінниця, 24-27 березня 2026 р. Електрон. текст. дані. 2026. | uk |
| dc.relation.uri | https://conferences.vntu.edu.ua/index.php/all-fitki/all-fitki-2026/paper/view/28021 | |
| dc.subject | творчий симулятор | uk |
| dc.subject | оцінювання творчості | uk |
| dc.subject | алгоритми оцінки | uk |
| dc.subject | прогресія гравця | uk |
| dc.subject | ігровийштучний інтелект | uk |
| dc.subject | евристичні методи | uk |
| dc.subject | машинне навчання | uk |
| dc.subject | creative simulator | en |
| dc.subject | creativity evaluation | en |
| dc.subject | assessment algorithms | en |
| dc.subject | player progression | en |
| dc.subject | game artificialintelligence | en |
| dc.subject | heuristic methods | en |
| dc.subject | machine learning | en |
| dc.title | Algorithms for evaluating creative player actions in game simulators | en |
| dc.type | Thesis | |
| dc.identifier.udc | [004.8:794](043.2) | |
| dc.relation.references | Boden M. A. The Creative Mind: Myths and Mechanisms. London : Routledge, 2004. 344 p. | en |
| dc.relation.references | Colton S., Wiggins G. A. Computational creativity: The final frontier? Proceedings of the 20th European Conference on Artificial Intelligence. Montpellier, 2012. P. 21–26. | en |
| dc.relation.references | Prensky M. Digital Game-Based Learning. New York : McGraw-Hill, 2001. 442 p. | en |
| dc.relation.references | Ritchie G. Some empirical criteria for attributing creativity to a computer program. Minds and Machines. 2007. Vol. 17, No. 1. P. 67–99. | en |
| dc.relation.references | Yannakakis G. N., Togelius J. Artificial Intelligence and Games. New York : Springer, 2018. 363 p. | en |
| dc.relation.references | Liapis A., Yannakakis G. N., Togelius J. Computational game creativity. Proceedings of the 5th International Conference on Computational Creativity. Ljubljana, 2014. P. 46–53. | en |
| dc.relation.references | Herremans D., Chuan C.-H., Chew E. A functional taxonomy of music generation systems. ACM Computing Surveys. 2017. Vol. 50, No. 5. P. 1–30. | en |
| dc.relation.references | Machado P., Cardoso A. Computing aesthetics. Advances in Artificial Intelligence. Berlin : Springer, 1998. P. 219–228. | en |
| dc.relation.references | Elgammal A., Liu B., Elhoseiny M., Mazzone M. CAN: Creative adversarial networks, generating ‘art’ by learning about styles and deviating from style norms. arXiv preprint arXiv:1706.07068. 2017. | en |
| dc.relation.references | Zook A., Riedl M. O. Automatic game design via mechanic generation. Proceedings of the 28th AAAI Conference on Artificial Intelligence. Quebec City, 2014. P. 530–537. | en |
| dc.relation.references | Shaker N., Togelius J., Nelson M. J. Procedural Content Generation in Games. New York : Springer, 2016. 245 p. | en |
| dc.relation.references | Hunicke R. The case for dynamic difficulty adjustment in games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology. Valencia, 2005. P. 429–433. | en |
| dc.relation.references | Csikszentmihalyi M. Creativity: Flow and the Psychology of Discovery and Invention. New York : Harper Collins, 1996. 456p. | en |
| dc.relation.references | Sweetser P., Wyeth P. GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment. 2005. Vol. 3, No. 3. P. 1–24. | en |