代理和化身:基于事件的竞争差异分析

Mikael Fodor, Pejman Mirza-Babaei, J. Good
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引用次数: 0

摘要

对电脑和人类控制的对手的调查显示,与人类对手相比,他们的兴奋程度更高。然而,大多数实验都是通过游戏后调查来衡量这一点的。相比之下,论文中报道的研究使用生理测量来分析竞技比赛中的不同事件。20名参与者在《使命召唤:黑色行动2》中进行了两场死亡比赛。尽管参与者在两场比赛中都与一个代理对战,但参与者被告知他们在一场比赛中与一个代理对战,在另一场比赛中与一个虚拟角色对战。当第一次遇到敌人时,参与者的觉醒水平有显著差异,尽管随着互动的进行,测量结果变得更加复杂。虚拟角色的可信度可能影响了结果,因为并非所有参与者似乎都相信人工智能的人性。总的来说,实验结果可以为这一领域的进一步研究奠定基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Agents and Avatars: Event based analysis of competitive differences
Investigations into playing against computer and human controlled opponents have shown higher levels of arousal against human opponents. Most experiments however measure this by using post play surveys. In contrast, the study reported in this paper used physiological measurements to allow for different events during competitive play to be analysed. Twenty participants played two death matches in Call of Duty: Black Ops 2. Although participants played against an agent in both matches, participants were told that they were playing against an agent in one match, and an avatar in the other. Significant differences in participants' arousal level were found when the enemy was first encountered, though measures became more mixed as the interactions played out. The believability of the avatar may have influenced the results, as not all participants seemed convinced of the humanity of the AI. Overall, the experimental results can form a basis for further investigation into this area.
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