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Towards Generic Models of Player Experience

机译:对球员体验的通用模型

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摘要

Context personalisation is a flourishing area of research with many applications. Context personalisation systems usually employ a user model to predict the appeal of the context to a particular user given a history of interactions. Most of the models used are context-dependent and their applicability is usually limited to the system and the data used for model construction. Establishing models of user experience that are highly scalable while maintaing the performance constitutes an important research direction. In this paper, we propose generic models of user experience in the computer games domain. We employ two datasets collected from players interactions with two games from different genres where accurate models of players experience were previously built. We take the approach one step further by investigating the modelling mechanism ability to generalise over the two datasets. We further examine whether generic features of player behaviour can be defined and used to boost the modelling performance. The accuracies obtained in both experiments indicate a promise for the proposed approach and suggest that game-independent player experience models can be built.
机译:背景人的个性化是许多应用的繁荣研究领域。上下文个性化系统通常使用用户模型来预测对特定用户的上下文的吸引力给出相互作用的历史。使用的大多数模型是上下文相关的,它们的适用性通常限于系统和用于模型构造的数据。建立高度可扩展的用户体验模型,同时保持性能构成重要的研究方向。在本文中,我们提出了计算机游戏域中的用户体验的通用模型。我们聘请了两个与来自不同类型的两场比赛的玩家互动收集的两组数据集,其中既有不同类型的游戏经验。通过调查在两个数据集上概括的建模机制能力,我们进一步采取方法。我们进一步检查了播放器行为的通用功能是否可以定义并用于提高建模性能。两种实验中获得的准确性表示拟议方法的承诺,并建议建立独立于游戏的玩家体验模型。

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