基于玩家表现和脑电图的适应性游戏体验

Henry D. Fernández B., Koji Mikami, K. Kondo
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引用次数: 19

摘要

对于高技能玩家来说,一款简单的游戏可能会变得无聊,而对于低技能玩家来说,一款困难的游戏可能会让他们感到沮丧。这项研究的目的是创造新的、更好的方式,为拥有不同技能的玩家提供合适的体验。我们专注于调整简单2D平台游戏的难度等级,自动设计和构建关卡。该方法采用动态难度调整和节奏群理论(一种程序性内容生成方法),并结合从脑电图数据中获得的注意水平。实验的设计方式是,玩家必须通过5个不同的关卡,这些关卡是根据玩家的表现和从生物传感器获得的脑电图数据自动创建的。结果表明,该方法能够根据玩家的状态成功地调整关卡难度。此外,设计的方法使用实时计算的值来计算难度,以决定如何创建关卡。我们认为这种新方法不仅适用于平台游戏,也适用于其他类型的游戏,游戏开发者在设计新关卡时也可以将其用作测试工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptable Game Experience Based on Player's Performance and EEG
For high skilled players, an easy game might become boring and for low skilled players, a difficult game might become frustrating. The purpose of this research was to create new and better ways to offer players with different skills, an appropriate experience. We focused on adapting the difficulty levels of a simple 2D platform game, designing and building levels automatically. The proposed method consists of Dynamic Difficulty Adjustment and Rhythm-Group Theory (a procedural content generation method), combined with levels of attention obtained from EEG data. Experiments were designed in the way that players had to clear five different levels that were created automatically using the player's performance and EEG data obtained from a biosensor while playing. Results showed that the method successfully adapts the level difficulty according to the player's status. In addition, the designed method calculates difficulty using values calculated in real time to decide how the level should be created. We consider that this new method can be implemented not only in platformers but also in other genres, also, it could be used by game developers as a tool of playtesting when designing new levels for their games.
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