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Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features

机译:Behavlets:一种使用基于心理学的玩家特征和特定领域特征进行实际玩家建模的方法

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As player demographics broaden it has become important to understand variation in player types. Improved player models can help game designers create games that accommodate a range of playing styles, and may also facilitate the design of systems that detect the currently-expressed player type and adapt dynamically in real-time. Existing approaches can model players, but most focus on tracking and classifying behaviour based on simple functional metrics such as deaths, specific choices, player avatar attributes, and completion times. We describe a novel approach which seeks to leverage expert domain knowledge using a theoretical framework linking behaviour and game design patterns. The aim is to derive features of play from sequences of actions which are intrinsically informative about behaviour-which, because they are directly interpretable with respect to psychological theory of behaviour, we name 'Behavlets'. We present the theoretical underpinning of this approach from research areas including psychology, temperament theory, player modelling, and game composition. The Behavlet creation process is described in detail; illustrated using a clone of the well-known game Pac-Man, with data gathered from 100 participants. A workshop-based evaluation study is also presented, where nine game design expert participants were briefed on the Behavlet concepts and requisite models, and then attempted to apply the method to games of the well-known first/third-person shooter genres, exemplified by 'Gears of War', (Microsoft). The participants found 139 Behavlet concepts mapping from behavioural preferences of the temperament types, to design patterns of the shooter genre games. We conclude that the Behavlet approach has significant promise, is complementary to existing methods and can improve theoretical validity of player models.
机译:随着玩家人口统计数据的增长,了解玩家类型的差异已变得很重要。改进的玩家模型可以帮助游戏设计人员创建适应各种游戏风格的游戏,还可以促进系统的设计,以检测当前表达的玩家​​类型并实时进行动态调整。现有的方法可以对玩家进行建模,但是大多数方法都基于简单的功能指标(例如死亡,特定选择,玩家头像属性和完成时间)来跟踪和分类行为。我们描述了一种新颖的方法,该方法试图使用链接行为和游戏设计模式的理论框架来利用专家领域的知识。目的是从行为序列中获得行为的内在信息,这些行为本质上是有关行为的信息,因为这些行为对于行为心理学理论是直接可解释的,因此我们将其称为“行为”。我们从心理学,气质理论,玩家模型和游戏构图等研究领域介绍了这种方法的理论基础。 Behavlet的创建过程将进行详细描述;使用著名游戏《吃豆人》的克隆版进行了说明,并从100位参与者那里收集了数据。还提出了基于研讨会的评估研究,向九位游戏设计专家参与者简要介绍了Behavlet的概念和必要的模型,然后尝试将该方法应用于著名的第一/第三人称射击游戏类型的游戏,例如: 《战争机器》,(微软)。参与者发现了139个Behavlet概念,从气质类型的行为偏好到射击游戏类型游戏的设计模式。我们得出的结论是,Behavlet方法具有很大的前景,是对现有方法的补充,可以提高玩家模型的理论有效性。

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