A bottom-up method for developing a trait-based model of player behavior

M. A. Kabakov, Alessandro Canossa, M. S. El-Nasr, J. Badler, Randy C. Colvin, Stefanie Tignor, Zhengxing Chen, Kunal Asarsa
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引用次数: 1

Abstract

Understanding player behavior through telemetry logs is an important yet unresolved problem. Interpreting the meaning of players' low-level behaviors over time is important due to its utility in (a) developing a more adaptive and personalized game experience, (b) uncovering game design issues, and (c) understanding the human cognitive processes in a gaming context, not to mention its use and application to learning, training, and health. In this paper, the authors describe a work in progress developing a quantified model of player behavior for interpreting telemetry data from a first-person roll-playing game (RPG). This kind of model constitutes a grammar that will allow us to make sense of low-level behavioral data to assess personality, decision-making, and other cognitive constructs through behavioral measures.
这是一种自下而上的方法,用于开发基于玩家行为特征的模型
通过遥测日志理解玩家行为是一个重要但尚未解决的问题。随着时间的推移,解释玩家低级行为的意义非常重要,因为它可以用于(a)开发更具适应性和个性化的游戏体验,(b)发现游戏设计问题,以及(c)理解游戏环境中的人类认知过程,更不用说它在学习、训练和健康方面的使用和应用。在本文中,作者描述了一项正在进行的工作,即开发一种用于解释第一人称角色扮演游戏(RPG)遥测数据的玩家行为量化模型。这种模型构成了一种语法,使我们能够理解低级行为数据,从而通过行为测量来评估个性、决策和其他认知结构。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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