PreGLAM: A Predictive Gameplay-Based Layered Affect Model

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Cale Plut;Philippe Pasquier;Jeff Ens;Renaud Bougueng
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引用次数: 0

Abstract

In this article, we present the Predictive Gameplay-based Layered Affect Model (PreGLAM), an affective game spectator model that flexibly integrates into a game design process. PreGLAM combines elements of real-time player experience models and affective nonplayer-character models to output real-time estimated values for a spectator's valence, arousal, and tension during gameplay. Because tension is related to prospective events, PreGLAM attempts to predict future gameplay events. We implement and evaluate PreGLAM in a custom game Galactic Defense , which we also describe. PreGLAM significantly outperforms a random walk time series in how accurately it matches ground-truth annotations and has comparable accuracy to state-of-the-art affect models.
PreGLAM: 基于游戏性的分层情感预测模型
在这篇文章中,我们介绍了基于游戏的预测性分层情感模型(PreGLAM),这是一种可灵活集成到游戏设计流程中的情感游戏观众模型。PreGLAM 结合了实时玩家体验模型和非玩家角色情感模型的元素,可在游戏过程中为观众的情绪、唤醒度和紧张度输出实时估计值。由于紧张度与预期事件相关,因此 PreGLAM 试图预测未来的游戏事件。我们在定制游戏《银河防御》中实施并评估了 PreGLAM,并对其进行了描述。PreGLAM 在与地面实况注释的匹配准确度方面明显优于随机行走时间序列,其准确度与最先进的影响模型相当。
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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