极客和客人:从桌游行为中评估玩家的体验水平

Feyisayo Olalere, Metehan Doyran, R. Poppe, A. A. Salah
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引用次数: 2

摘要

桌游已经成为观察和研究多人环境下社会行为的有效工具。虽然自我报告问卷等传统方法被用于分析游戏诱发行为,但越来越多的人需要自动化这种分析。在本文中,我们主要通过分析玩家的自信和视觉线索来评估桌面游戏体验水平。我们使用桌面游戏设置来诱导相关互动,并在关键游戏事件中研究面部表情。在我们的分析中,我们使用公开的孟买桌游语料库注释了多人合作桌游中的关键游戏事件。使用现成的工具,我们在二元交互中编码面部行为,并构建分类器来预测每个玩家的体验水平。我们的研究结果表明,同时考虑交互双方的经验水平可以改善预测结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Geeks and guests: Estimating player’s level of experience from board game behaviors
Board games have become promising tools for observing and studying social behaviors in multi-person settings. While traditional methods such as self-report questionnaires are used to analyze game-induced behaviors, there is a growing need to automate such analyses. In this paper, we focus on estimating the levels of board game experience by analyzing a player’s confidence and anxiety from visual cues. We use a board game setting to induce relevant interactions, and investigate facial expressions during critical game events. For our analysis, we annotated the critical game events in a multiplayer cooperative board game, using the publicly available MUMBAI board game corpus. Using off-the-shelf tools, we encoded facial behavior in dyadic interactions and built classifiers to predict each player’s level of experience. Our results show that considering the experience level of both parties involved in the interaction simultaneously improves the prediction results.
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