动态玩家建模在康复机器人中的应用

Kleber O. Andrade, Guilherme Fernandes, G. Caurin, A. Siqueira, R. Romero, Rogerio L. De Pereira
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引用次数: 20

摘要

本文提出了一种强化学习方法,在集成游戏和康复机器人的应用程序中动态建模玩家技能。该方法旨在将游戏难度与玩家技能相匹配,在康复过程中保持适当的动机(心流)。传统的康复过程包括重复的练习。机器人和严肃游戏提供了在治疗期间提高用户动机和承诺的新手段。面对电脑游戏带来的挑战,每个人都表现出不同的技能。因此,游戏难度级别应该根据每个玩家的技能水平进行调整。在这种情况下,Q-Learning算法被用于修改游戏参数,并基于性能函数评估用户技能。这个功能提供了个人难度调整的路径,从而成为保持用户锻炼的工具。实验结果表明,该方法可以有效地模拟用户行为,并根据游戏难度捕获每个玩家的适应性和趋势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic Player Modelling in Serious Games Applied to Rehabilitation Robotics
This article proposes a reinforcement learning approach to dynamically model the player skills in applications that integrate games and rehabilitation robotic. The approach aims to match the game difficulty to the player skills, keeping proper motivation (flow) during a rehabilitation process. The traditional rehabilitation process involves repetitive exercises. Robots and serious games provide new means to improve user motivation and commitment during treatment. Each person shows different skills when facing the challenges posed by computer games. Thus, the game difficulty level should be adjusted to each player skill level. The Q-Learning algorithm was adapted in this context to modify game parameters and to assess user skills based on a performance function. This function provides a path to an individual difficulty adjustment and consequently a tool to keep the user exercising. Experiments with thirty minutes duration are presented, involving four players, and the results obtained indicate the proposed approach is feasible for modeling the user behaviour getting to capture the adaptations and trends for each player according to the game difficulties.
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