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  2. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).

  3. Field of view in video games - Wikipedia

    en.wikipedia.org/wiki/Field_of_view_in_video_games

    A field of view. In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment.

  4. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.

  5. Variance-based sensitivity analysis - Wikipedia

    en.wikipedia.org/wiki/Variance-based_sensitivity...

    Variance-based sensitivity analysis (often referred to as the Sobol’ method or Sobol’ indices, after Ilya M. Sobol’) is a form of global sensitivity analysis. [ 1 ] [ 2 ] Working within a probabilistic framework, it decomposes the variance of the output of the model or system into fractions which can be attributed to inputs or sets of inputs.

  6. Sensitivity and specificity - Wikipedia

    en.wikipedia.org/wiki/Sensitivity_and_specificity

    The 'worst-case' sensitivity or specificity must be calculated in order to avoid reliance on experiments with few results. For example, a particular test may easily show 100% sensitivity if tested against the gold standard four times, but a single additional test against the gold standard that gave a poor result would imply a sensitivity of ...

  7. Clustal - Wikipedia

    en.wikipedia.org/wiki/Clustal

    The guide tree in the initial versions of Clustal was constructed via a UPGMA cluster analysis of the pairwise alignments, hence the name CLUSTAL. [11] cf. [12] The first four versions of Clustal were numbered using Arabic numerals (1 to 4), whereas the fifth version uses the Roman numeral V. [11] cf. [13] [5] The next two versions proceed alphabetically using the Latin alphabet, with W ...

  8. Elo rating system - Wikipedia

    en.wikipedia.org/wiki/Elo_rating_system

    If the K-factor coefficient is set too large, there will be too much sensitivity to just a few, recent events, in terms of a large number of points exchanged in each game. And if the K-value is too low, the sensitivity will be minimal, and the system will not respond quickly enough to changes in a player's actual level of performance.