Modeling player experience in Super Mario Bros

Chris Pedersen, J. Togelius, Georgios N. Yannakakis
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引用次数: 187

Abstract

This paper investigates the relationship between level design parameters of platform games, individual playing characteristics and player experience. The investigated design parameters relate to the placement and sizes of gaps in the level and the existence of direction changes; components of player experience include fun, frustration and challenge. A neural network model that maps between level design parameters, playing behavior characteristics and player reported emotions is trained using evolutionary preference learning and data from 480 platform game sessions. Results show that challenge and frustration can be predicted with a high accuracy (77.77% and 88.66% respectively) via a simple single-neuron model whereas model accuracy for fun (69.18%) suggests the use of more complex non-linear approximators for this emotion. The paper concludes with a discussion on how the obtained models can be utilized to automatically generate game levels which will enhance player experience.
模拟《超级马里奥兄弟》中的玩家体验
本文探讨了平台游戏的关卡设计参数、个人游戏特征和玩家体验之间的关系。所研究的设计参数与水平间隙的位置和大小以及方向变化的存在有关;玩家体验的组成部分包括乐趣、挫败感和挑战。一个映射关卡设计参数、游戏行为特征和玩家情绪的神经网络模型是使用进化偏好学习和来自480个平台游戏会话的数据进行训练的。结果表明,通过一个简单的单神经元模型,挑战和沮丧可以以较高的准确率(分别为77.77%和88.66%)预测,而乐趣的模型准确率(69.18%)表明使用更复杂的非线性近似器来预测这种情绪。本文最后讨论了如何利用所获得的模型来自动生成游戏关卡,从而增强玩家体验。
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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