Towards the Design of Adaptive Virtual Reality Horror Games: A Model of Players' Fears Using Machine Learning and Player Modeling

E. S. D. Lima, Bruno M. C. Silva, Gabriel Teixeira Galam
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引用次数: 1

Abstract

Horror games are designed to induce fear in players. Although fundamental fears, such as the unknown, are inherent to the human being, more specific fears, such as darkness and apparitions, are individual and can vary from person to person. When a game aims at intensifying the fear evoked in individual players, having useful information about the fears of the current player is vital to promote more frightening experiences. This paper explores fear modeling and presents a new method to identify what players fear in a virtual reality horror game. The proposed method uses machine learning and player modeling techniques to create a model of players' fears, which can be used to adapt in-game horror elements to intensify the fear evoked in players. The paper presents the proposed method and evaluates its accuracy and real-time performance in a virtual reality horror game.
面向自适应虚拟现实恐怖游戏的设计:使用机器学习和玩家建模的玩家恐惧模型
恐怖游戏旨在引起玩家的恐惧。虽然基本的恐惧,如未知,是人类固有的,但更具体的恐惧,如黑暗和幽灵,是个体的,可以因人而异。当游戏旨在强化单个玩家的恐惧时,提供有关当前玩家恐惧的有用信息对于促进更可怕的体验至关重要。本文探讨了恐惧建模,提出了一种新的方法来识别虚拟现实恐怖游戏中玩家的恐惧。所提出的方法使用机器学习和玩家建模技术来创建玩家恐惧的模型,该模型可用于调整游戏中的恐怖元素,以强化玩家的恐惧。本文给出了该方法,并在一个虚拟现实恐怖游戏中对其精度和实时性进行了评价。
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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