AR手机游戏中的玩家偏好建模

Vivek R. Warriar, John R. Woodward, L. Tokarchuk
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引用次数: 8

摘要

在本文中,我们使用偏好学习技术来模拟AR手机游戏中玩家的情感偏好。这项探索性研究使用玩家行为来预测这些偏好。上述技术能够准确地预测玩家的挫败感和挑战程度,而所有其他测试偏好(无聊、兴奋和有趣)的表现都优于随机机会。本文描述了我们开发的AR寻宝游戏,进行用户研究以收集玩家偏好数据,进行分析,以及应用偏好学习技术来建模这些数据。这项工作的动机是通过使用这些计算模型来优化这些环境中的内容创造和游戏平衡系统,从而个性化玩家体验。讨论了我们的技术的普遍性、局限性以及作为AR手机游戏个性化工具的可用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modelling Player Preferences in AR Mobile Games
In this paper, we use preference learning techniques to model players’ emotional preferences in an AR mobile game. This exploratory study uses player behaviour to make these preference predictions. The described techniques successfully predict players’ frustration and challenge levels with high accuracy while all other preferences tested (boredom, excitement and fun) perform better than random chance. This paper describes the AR treasure hunt game we developed, the user study conducted to collect player preference data, analysis performed, and preference learning techniques applied to model this data. This work is motivated to personalize players’ experiences by using these computational models to optimize content creation and game balancing systems in these environments. The generality of our technique, limitations, and usability as a tool for personalization of AR mobile games is discussed.
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