离散与有序时间-连续可信性评估

Cristiana Pacheco, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis, Diego Pérez-Liébana
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引用次数: 0

摘要

什么是可信度?我们如何评估它?这些问题仍然是人机交互和游戏研究中的一个挑战。在评估代理的可信度时,研究人员选择了一种让人想起图灵测试的可信度整体视图。目前的评价方法已证明是多种多样的,因此尚未建立一个框架。在本文中,我们建议将可信度视为一种时间连续现象。我们进行了一项研究,让参与者玩一款一对一的射击游戏,并评价角色的可信度。他们面对两个不同的对手,表现出不同的行为。在这个新颖的过程中,这些注释使用两种不同的注释方案(BTrace和RankTrace)实时完成。接下来是用户在两种玩法之间的可信度偏好,有效地允许我们比较两种注释工具以及时间连续评估与离散评估。结果表明,二进制注释工具比连续注释工具使用起来更直观,并提供更多关于上下文的信息。我们的结论是,这种方法可以为当前的评估技术提供必要的补充。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Discrete versus Ordinal Time-Continuous Believability Assessment
What is believability? And how do we assess it? These questions remain a challenge in human-computer interaction and games research. When assessing the believability of agents, researchers opt for an overall view of believability reminiscent of the Turing test. Current evaluation approaches have proven to be diverse and, thus, have yet to establish a framework. In this paper, we propose treating believability as a time-continuous phenomenon. We have conducted a study in which participants play a one-versus-one shooter game and annotate the character's believability. They face two different opponents which present different behaviours. In this novel process, these annotations are done moment-to-moment using two different annotation schemes: BTrace and RankTrace. This is followed by the user's believability preference between the two playthroughs, effectively allowing us to compare the two annotation tools and time-continuous assessment with discrete assessment. Results suggest that a binary annotation tool could be more intuitive to use than its continuous counterpart and provides more information on context. We conclude that this method may offer a necessary addition to current assessment techniques.
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