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This paper introduces a large scale multimodal corpus collected for the purpose of analysing and predicting player engagement in commercial-standard games. The corpus is solicited from 25 players of the action role-playing game Tom Clancy's…

Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…

计算机科学与博弈论 · 计算机科学 2021-12-09 Arman Dehpanah , Muheeb Faizan Ghori , Jonathan Gemmell , Bamshad Mobasher

To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…

人机交互 · 计算机科学 2021-10-05 David Melhart , Antonios Liapis , Georgios N. Yannakakis

Competitive online games use rating systems for matchmaking; progression-based algorithms that estimate the skill level of players with interpretable ratings in terms of the outcome of the games they played. However, the overall experience…

机器学习 · 计算机科学 2022-07-04 Arman Dehpanah , Muheeb Faizan Ghori , Jonathan Gemmell , Bamshad Mobasher

In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the…

人工智能 · 计算机科学 2020-01-24 David Melhart , Georgios N. Yannakakis , Antonios Liapis

Developing a thorough understanding of the target audience (and/or single individuals) is a key factor for success - which is exceptionally important and powerful for the domain of video games that can not only benefit from informed…

人工智能 · 计算机科学 2023-08-29 Reza Habibi , Johannes Pfau , Magy Seif El-Nasr

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…

人机交互 · 计算机科学 2019-10-16 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

In many settings, machine learning models may be used to inform decisions that impact individuals or entities who interact with the model. Such entities, or agents, may game model decisions by manipulating their inputs to the model to…

机器学习 · 计算机科学 2024-12-04 Trenton Chang , Lindsay Warrenburg , Sae-Hwan Park , Ravi B. Parikh , Maggie Makar , Jenna Wiens

We investigate how to efficiently predict play personas based on playtraces. Play personas can be computed by calculating the action agreement ratio between a player and a generative model of playing behavior, a so-called procedural…

人工智能 · 计算机科学 2022-06-16 Michael Cerny Green , Ahmed Khalifa , M Charity , Debosmita Bhaumik , Julian Togelius

The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…

人机交互 · 计算机科学 2019-09-24 Philipp Moll , Veit Frick , Natascha Rauscher , Mathias Lux

Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…

人工智能 · 计算机科学 2025-03-20 Jeppe Theiss Kristensen , Paolo Burelli

Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the…

人机交互 · 计算机科学 2024-04-25 Leonardo Ribeiro da Cunha , Leonardo Oliveira Mendes , Renio dos Santos Mendes

AI is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player…

人工智能 · 计算机科学 2013-12-16 Marlos C. Machado

The ability to inferring latent psychological traits from human behavior is key to developing personalized human-interacting machine learning systems. Approaches to infer such traits range from surveys to manually-constructed experiments…

机器学习 · 计算机科学 2019-12-13 Fan Yang , Liu Leqi , Yifan Wu , Zachary C. Lipton , Pradeep Ravikumar , William W. Cohen , Tom Mitchell

Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…

人机交互 · 计算机科学 2025-09-05 Thomas Vase Schultz Volden , Oleg Jarma Montoya , Paolo Burelli , Marco Scirea

Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we…

人机交互 · 计算机科学 2020-08-18 David Melhart , Daniele Gravina , Georgios N. Yannakakis

Online games provide a rich recording of interactions that can contribute to our understanding of human behavior. One potential lesson is to understand what motivates people to choose their teammates and how their choices leadto…

计算机与社会 · 计算机科学 2017-08-11 Essa Alhazmi , Sameera Horawalavithana , Adriana Iamnitchi , John Skvoretz , Jeremy Blackburn

Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…

编程语言 · 计算机科学 2017-03-17 Chris Martens , Matthew A. Hammer

Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between…

Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…

人机交互 · 计算机科学 2014-07-04 Michael Meder , Brijnesh-Johannes Jain
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