基于进化算法的康复机器人游戏动态难度调整

Kleber O. Andrade, Thales B. Pasqual, G. Caurin, M. K. Crocomo
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引用次数: 20

摘要

本文探讨了游戏难度调整在康复机器人中的应用。在这种情况下,我们提出了一个难度调整系统,它将用户的表现作为输入,并产生两种不同的响应:a)用户应该覆盖的距离的变化,b)提供给目标的速度。用户表现是根据其实现目标(游戏分数)执行动作的能力来评估的。系统在用户位移值和目标速度的干扰下进行选择,以刺激用户实现特定的康复目标。在康复机器人界面的背景下,游戏难度的调整很少受到关注。值得注意的是,为康复而开发的游戏不同于商业娱乐游戏,因为中风、脑瘫和脊髓损伤等疾病对患者造成了严重的限制。采用基于进化算法(AE)的优化策略对游戏难度进行调整。还开发了用户行为的元配置文件,允许在计算机中创建和模拟不同的虚拟用户和游戏体验。该用户轮廓包括反应时间(时间延迟)、运动干扰和基于多项式函数的运动学运动轮廓。使用元配置文件,可以生成不同的用户运动行为,以进行详尽的测试和难度调整系统的优化。这种方法可以减少开发时间,也可以减少志愿者的实验次数。计算机仿真测试结果表明,难度调节系统能够根据不同技能水平的用户的能力来调整游戏特性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic difficulty adjustment with Evolutionary Algorithm in games for rehabilitation robotics
This article explores game difficulty adjustment for serious game applications in rehabilitation robotics. In this context, a difficulty adjustment system is proposed that takes user performance as input and generates two different responses: a) a change in the distance the user should cover, and b) the velocity provided to the target. User performance is estimated from its ability to achieve the targets (game score) performing movements. The system interference in user displacement value and target speed where chosen to stimulate the user to achieve specific rehabilitation goals. The game difficulty adjustment has received small attention in the context of rehabilitation robotics interfaces. It is important to note that games developed for rehabilitation differ from commercial entertainment games due to severe limitations imposed to patients by pathologies like stroke, cerebral palsy and spinal cord injury. An Evolutionary Algorithm (AE) based optimization strategy was adopted to adjust game's difficulty. A meta-profile for user behavior was also developed allowing to create and simulate different virtual users and game experiences in computer. This user profile includes a reaction time (time delay), motion disturbance and a kinematical motion profile based on a polynomial function. Using the meta-profile, different user motion behavior can be generated for exhaustive test and optimization of the difficulty adjustment system. The approach allows the reduction of development time and also the reduction in the number of experiments with volunteers. The computer simulation test results are presented to demonstrate the capacity of the difficulty adjustment system to adapt the game characteristics to the users' abilities with different skills levels.
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