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On-line Access: 2024-08-27

Received: 2023-10-17

Revision Accepted: 2024-05-08

Crosschecked: 2009-02-16

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Journal of Zhejiang University SCIENCE A 2009 Vol.10 No.4 P.530-534

http://doi.org/10.1631/jzus.A0820593


Human-centered modeling for style-based adaptive games


Author(s):  Chee-onn WONG, Jongin KIM, Eunjung HAN, Keechul JUNG

Affiliation(s):  Human-Centered Interfaces Lab, Department of Digital Media, Soongsil University, Seoul 156743, Korea

Corresponding email(s):   cheeonn@ssu.ac.kr, kcjung@ssu.ac.kr

Key Words:  Player modeling, Categorization matrix, Adaptive games, Human-centered modeling, Data clustering


Chee-onn WONG, Jongin KIM, Eunjung HAN, Keechul JUNG. Human-centered modeling for style-based adaptive games[J]. Journal of Zhejiang University Science A, 2009, 10(4): 530-534.

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T1 - Human-centered modeling for style-based adaptive games
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Abstract: 
This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entertainment measure to evaluate the playing experience. We utilized a self-organizing map (SOM) to cluster the player’s style with the data obtained while playing the game. We further argued that style-based adaptation contributes to higher enjoyment, and this is reflected in our experiment using a supervised multilayered perceptron (MLP) network.

Darkslateblue:Affiliate; Royal Blue:Author; Turquoise:Article

Reference

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[3] Charles, D., McNeill, M., McAlister, M., Black, M., Moore, A., Stringer, K., Kucklich, J., Kerr, A., 2005. Player-centered Design: Player Modeling and Adaptive Digital Games. Proc. DiGRA Conf.: Changing Views—World in Play, p.285-298.

[4] Clarke, D., Duimering, P.R., 2006. How computer gamers experience the game situation: a behavioral study. ACM Comput. Entertain., 4(3):Article 6.

[5] Houlette, R., 2003. Player Modeling for Adaptive Games. AI Game Programming Wisdom II, Charles River Media, p.557-566.

[6] Kerr, A., Kucklich, J., Brereton, P., 2006. New media—new pleasures Int. J. Cult. Stud., 9(1):63-82.

[7] Malone, T.W., 1981. What makes computer games fun? Byte, 6:258-277.

[8] Pantic, M., Pentland, A., Nijholt, A., Huang, T., 2006. Human Computing and Machine Understanding of Human Behavior: A Survey. 8th Int. Conf. on Multimodal Interfaces, p.239-248.

[9] Salen, K., Zimmerman, E., 2003. Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, MA.

[10] Spronck, P., Ponsen, M., Sprinkhuizen-Kyuper, I., Postma, E., 2006. Adaptive game AI with dynamic scripting. Machine Learning, 63(3):217-248.

[11] Thurau, C., Bauchage, C., Sagerer, G., 2004. Imitation Learning at All Levels of Game AI. Proc. Int. Conf. on Computer Games, Artificial Intelligence, Design and Education, p.402-408.

[12] Togelius, J., Nardi, R.D., Lucas, S.M., 2007. Towards Automatic Personalized Content Creation for Racing Games. IEEE Symp. on Computational Intelligence and Games, p.252-259.

[13] Yannakakis, G.N., Hallam, J., 2007. Game and Player Feature Selection for Entertainment Capture. IEEE Symp. on Computational Intelligence and Games, p.244-251.

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