Video Game Satisfaction with Adaptive Game AI
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Transcript of Video Game Satisfaction with Adaptive Game AI
Video Game Satisfaction with
Adaptive Game AIBy Aaron Elkin
What Makes Video Games Enjoyable?
This is a popular question, which goes back many years.
What Makes Games so Fun? [Malone TW 1980]
Game flow: A Model for Evaluating Player Enjoyment [Sweetser P 2005]
Enjoyment recognition from physiological data in a car racing game [Tognetti 2010]
Explaining the enjoyment of playing video games: the role of competition [Vorderer 2003]
There are specifically agreed upon traits, which are accepted as aspects of a “fun” game.
Challenging
Engages Self-Esteem
Engages Curiosity
Why Video Games are fun?
John Snowden, in 2011, from the University of Derby ran a study showing that games became more fun when they implemented an adaptive element in the AI.
Research Question How much does personality affect user’s
enjoyment of game play with an adaptive game AI?
Methods• Mrs. Pacman Game Types
• Generic Game Type - Control• Difficulty Adaptation
• Changes the game speed• Changes ghost reversal
behavior• Changes ghost strategy
• Event Adaptation• Changes the images of the
ghosts• Happy, Sad, Chill, Angry
• Adds a story element to the game
• Changes ghost behavior due to events
• Level Ending• Ghost Eating
Personality• Big Five Personality
Test• Extroversion• Agreeableness• Conscientiousness• Neuroticism• Openness
Hypothesis• Game Types
• Event Adaptation: • Neuroticism
• People high in neuroticism tend to be more worried and have higher stress levels than other people.
• Agreeableness• People high in agreeableness tend to be very kind, easy going and are more
trusting than other people.• Difficulty Adaptation:
• Openness• People high in openness tend to be very creative, and imaginative and are
more curious than other people• Conscientiousness
• People high in conscientiousness tend to be very well organized, punctual and hard working compared to other people.
• Extroversion• People high in extroversion tend to be very talkative, and active people who
are generally more affectionate than other people.
ProcedureBegin the study by briefing the participants on what this
study is.
Issue the personality test
Play the control version of the game
Play the emotional and difficulty adaptation versions of
the game The order of the game will be randomized to control for outside
variables.
Issue the satisfaction survey
Evaluation Users will be evaluated as they play the game
What levels the users dies on when they finish a game. How many points the user accrues in each life. How many ghosts the player eats during each game.
Users will also be given a satisfaction survey regarding their gaming experience.
How well the user thinks they did in game How much the user enjoyed each game type How likely the user would be to want to replay each game type
Analysis and Results
Hypothesis Recap Event Adaptation – Neuroticism, Agreeableness Difficulty Adaptation – Conscientiousness, Openness,
Extroversion
Actual Emotional Correlations Event Adaptation – Extroversion, Neuroticism Difficulty Adaptation – Agreeableness, Openness Control - Conscientiousness
Analysis and Results
Player Skill and Preference Players who scored higher in overall skill were
more likely to enjoy the difficulty version (M=6.2) than the event version. (M=5.6)
Skill had no significant correlation with overall game enjoyment scores
Adaptive Game Variants were effective overall Every participant reported higher enjoyment
scores of the adaptive variants than the control version
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Discussion
Poor predictions from our Hypothesis The significant correlations in order of strength
Event Adaptation enjoyment and Extroversion Difficulty Adaptation enjoyment and Player Skill Difficulty Adaptation and Neuroticism had a
strong negative correlation Control version enjoyment and
Conscientiousness
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Discussion The strongest correlations
Event adaptation enjoyment and extroversion (r=.88, p<.01)
Difficulty adaptation enjoyment and player skill(r=.68, p=.04)
Difficulty adaptation and neuroticism (r=-.82, p<.01)
Control version enjoyment and conscientiousness. (r=.78, p=.01)
The lack of stronger personality correlations Fewer participants than we
would want Not a strong enough
discrepancy in how people chose enjoyment.
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2 2.5 3 3.5 4 4.502468
Event Game En-joyment and Ex-
troversion
The Interaction
Extroversion
Even
t En
joym
ent
0 1 2 3 4 5 6 7 8012345
Difficulty Game En-joyment and Neuroti-
cism
The Interaction
Difficulty Adaptation Enjoyment
Neu
rotic
ism
Sco
re
Relevance The video game industry generates over forty
billion dollars a year Computing advancements made in video
games can be applied elsewhere The relationship between personality and
video game playing is relevant for marketing purposes
Determining traits that make games more fun for different personality types can aid in making more enjoyable video games in the future.
Conclusions
Video Games are a highly relevant industry and this study gives insight into different players gaming preferences.
The results of this study indicate that: People who are more frequent gamers are more likely to enjoy
games that conforms to their skill level People who are outgoing may be more likely to enjoy games where
they feel involved in the story and world People who get easily stressed are not likely to enjoy games that
will be constantly challenging Extraversion and Neuroticism are the personality levels that are
most strongly related to video game preference.05/29/12
Questions?