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Modeling player experience in Super Mario Bros

机译:超级马里奥兄弟的塑造运动员体验

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This paper investigates the relationship between level design parameters of platform games, individual playing characteristics and player experience. The investigated design parameters relate to the placement and sizes of gaps in the level and the existence of direction changes; components of player experience include fun, frustration and challenge. A neural network model that maps between level design parameters, playing behavior characteristics and player reported emotions is trained using evolutionary preference learning and data from 480 platform game sessions. Results show that challenge and frustration can be predicted with a high accuracy (77.77% and 88.66% respectively) via a simple single-neuron model whereas model accuracy for fun (69.18%) suggests the use of more complex non-linear approximators for this emotion. The paper concludes with a discussion on how the obtained models can be utilized to automatically generate game levels which will enhance player experience.
机译:本文调查了平台游戏级别设计参数的关系,个人扮演特色和玩家体验。调查的设计参数涉及水平间隙的放置和尺寸和方向变化的存在;玩家经验的组成部分包括有趣,挫折和挑战。一个神经网络模型,绘制级别设计参数,播放行为特征和玩家报告的情绪是使用来自480个平台游戏会话的进化偏好学习和数据训练的训练。结果表明,通过简单的单神经元模型,可以通过高精度(分别为77.77%和88.66%)来预测挑战和挫折,而乐趣的模型准确性(69.18%)表明使用更复杂的非线性近似器的这种情感。本文讨论了如何利用所获得的模型如何自动生成游戏水平,这将增强球员体验。

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