《打地鼠》类游戏的动态难度调整

Bruno E. R. Garcia, M. K. Crocomo, Kleber O. Andrade
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引用次数: 0

摘要

本文在[1]提出的进化算法(EA)的基础上,针对一款用于手部运动康复的类打地鼠游戏,提出了一种具有动态难度调整的进化算法新版本。这个新版本将用户的表现作为输入,并生成目标在屏幕上停留的位置和时间。为了模拟不同的用户需求,我们创建了不同水平运动速度(手尺骨偏离/径向偏离)和垂直运动速度(手旋/旋前)以及不同玩家注意力缺陷(对目标出现的反应时间)的不同玩家轮廓。结果表明,所开发的EA可以根据每个角色的技能组合来调整游戏的难度因素。Keywords-Human-Computer互动;康复类严肃游戏;人工智能;进化算法;动态难度调整。
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 in a Whac-a-Mole like Game
Based on the Evolutionary Algorithm (EA) proposed by [1], this paper presents a new EA version with dynamic difficulty adjustment for a Whac-a-Mole like game used in motor rehabilitation of hand. This new version considers user performance as input and generates the position and time that the target will stay on screen. In order to simulate different users needs, a variety of player profiles were created with diverse horizontal movement speed (ulnar deviation/radial deviation of the hand) and vertical movement speed (supination/pronation of hand), as well as distinctive player attention deficits (response time to the apparition of the targets). The results show that the developed EA can adjust the difficulty factors of the game according to the skill set of each profile. Keywords-Human-Computer Interactive; Serious Games for Rehabilitation; Artificial Intelligence; Evolutionary Algorithm; Dynamic Difficulty Adjustment.
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