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Towards gaze-controlled platform games

机译:朝向凝视控制的平台游戏

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This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fast-paced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version of the popular Super Mario Bros platform game. The initial analysis shows that there is a rather limited grid around Mario where the efficient player focuses her attention the most while playing the game. The useful grid as we name it, projects the amount of meaningful visual information a designer should use towards creating successful player character controllers with the use of artificial intelligence for a platform game like Super Mario. Information about the eyes' position on the screen and the state of the game are utilized as inputs of an artificial neural network, which is trained to approximate which keyboard action is to be performed at each game step. Results yield a prediction accuracy of over 83% on unseen data samples and show promise towards the development of eye-controlled fast-paced platform games. Derived neural network players are intended to be used as assistive technology tools for the digital entertainment of people with motor disabilities.
机译:本文介绍了使用凝视为全唯一控制快节奏动作电脑游戏的玩家特征的唯一形式的概念。设计用户实验是从播放流行的超级马里奥兄弟平台游戏版本的科目中收集凝视和游戏数据。初步分析表明,马里奥周围有一个相当有限的网格,在那里有效的球员在玩游戏时最重要的是她的注意。有用的网格,因为我们命名它,项目的有意义的视觉信息的数量,设计师应该使用人工智能为像超级马里奥这样的平台游戏使用人工智能来创建成功的玩家角色控制器。关于屏幕上的眼睛位置的信息和游戏的状态被用作人工神经网络的输入,其训练以近似于在每个游戏步骤中执行哪个键盘动作。结果在看不见的数据样本上产生超过83%的预测精度,并显示出对眼控制的快节奏平台游戏的发展的承诺。衍生的神经网络玩家旨在被用作汽车障碍人士数字娱乐的辅助技术工具。

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