PX-MBT:基于模型的玩家体验测试框架

IF 1.5 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Saba Gholizadeh Ansari , I.S.W.B. Prasetya , Mehdi Dastani , Gabriele Keller , Davide Prandi , Fitsum Meshesha Kifetew , Frank Dignum
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引用次数: 0

摘要

随着视频游戏变得越来越复杂和广泛,玩家体验(PX)测试在游戏行业变得至关重要。吸引和留住玩家是保证游戏在激烈的市场竞争中取得成功的关键因素。尽管已经引入了许多技术来测量情感方面的体验,但玩家体验的自动测试仍有待探索。本文介绍了 PX-MBT,一个通过情感模式验证进行玩家体验自动测试的框架。PX-MBT (1) 利用基于模型的测试方法生成测试套件;(2) 利用基于心理学情感理论开发的情感计算模型,为玩家在与智能代理玩游戏时的情感建模;(3) 在执行的测试套件上验证游戏设计者给出的情感模式,以识别 PX 问题。我们解释了 PX-MBT 的架构,并提供了一个示例及其在情绪模式验证方面的成果,该成果证实了情绪随时间的演变,并通过热图展示了情绪在游戏地图上的空间分布。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PX-MBT: A framework for model-based player experience testing

As video games become more complex and widespread, player experience (PX) testing becomes crucial in the game industry. Attracting and retaining players are key elements to guarantee the success of a game in the highly competitive market. Although a number of techniques have been introduced to measure the emotional aspect of the experience, automated testing of player experience still needs to be explored. This paper presents PX-MBT, a framework for automated player experience testing with emotion pattern verification. PX-MBT (1) utilizes a model-based testing approach for test suite generation, (2) employs a computational model of emotions developed based on a psychological theory of emotions to model players' emotions during game-plays with an intelligent agent, and (3) verifies emotion patterns given by game designers on executed test suites to identify PX-issues. We explain PX-MBT architecture and provide an example along with its result in emotion pattern verification, which asserts the evolution of emotions over time, and heat-maps to showcase the spatial distribution of emotions on the game map.

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来源期刊
Science of Computer Programming
Science of Computer Programming 工程技术-计算机:软件工程
CiteScore
3.80
自引率
0.00%
发文量
76
审稿时长
67 days
期刊介绍: Science of Computer Programming is dedicated to the distribution of research results in the areas of software systems development, use and maintenance, including the software aspects of hardware design. The journal has a wide scope ranging from the many facets of methodological foundations to the details of technical issues andthe aspects of industrial practice. The subjects of interest to SCP cover the entire spectrum of methods for the entire life cycle of software systems, including • Requirements, specification, design, validation, verification, coding, testing, maintenance, metrics and renovation of software; • Design, implementation and evaluation of programming languages; • Programming environments, development tools, visualisation and animation; • Management of the development process; • Human factors in software, software for social interaction, software for social computing; • Cyber physical systems, and software for the interaction between the physical and the machine; • Software aspects of infrastructure services, system administration, and network management.
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