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HOLISTIC PLAYER MODELING FOR CONTROLING ADAPTATION
IN VIDEO GAMESBoyan Bontchev
Prof. at Dep. of Software Technologies,
Fac. of Mathematics and Informatics, Sofia Univ., Bulgaria
Marie Curie Fellow at Brainstorm Multimedia, Spain
Agenda
Introduction
Related works
The ADAPTIMES player model
Adaptation process
The “Rush for Gold” emotionally adaptive game
Case study
Preliminary results
Conclusions
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Player-centric adaptation
Player-centric adaptation in video games needs to answer some questions:
Who – player character structural and behavioral changes => requires player modelling
How – how adaptation will be realized => requires adaptive loop design
What – which game features can be adapted => requires adaptive gameplay design
Why – advantages of game adaptation => requires analysis of outcomes in playability and learning results
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Player modelling
Player modelling is crucial for realization of an effective player-centric adaptation in both applied and entertainment video games. It implies:
Observation of individual player’s behavior “from a contextually omniscient view”
Construction and updates of a model of that player based on observation, and
Intelligent game adaptation for tailoring the gameplay to the individual player.
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Source: Magerko, B. Adaptation in Digital Games, COMPUTER, July 2008, pp.87-89.
Player model types
Behavioral player models - describe dynamic processes of player behavior and deal mainly with flow, motivation and immersion
Organizational player models describe properties of player’s character, their attributes and facets and, as well, interconnections among them with their time and model space constrains
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Behavioral player models 1/2
Mihaly Csikszentmihalyi (1990) developed the fundamental concept of flow as a process of optimal human experience. In digital games - a balance between the inherent challenge of the game activity and the player’s ability required for its execution.
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Player skill
Ch
allen
ge
Boredom
Anxiety
Behavioral player models 2/2
Based on the flow theory, Gilleade and Dix (2004) stressed the importance of three issues:
motivation of the users: why they want to play
experience and skills: how able are they to play
detection: how to identify when change is necessary
Sweetser and Wyeth (2005) presented GameFlow model for assessing player enjoyment incl.: concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction.
The dynamic relation between the effort and the demand level was described as motivational intensity (Fairclough and Gilleade, 2012) going through boredom (low effort because of low demand), engagement (rising effort due to increasing demand), zone (peak of achievable effort at the highest level of demand), and overload – low effort due to excessive demand.
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Organisational player models
Bridging the gap between game design and pedagogy (Kiili, 2006):
flow antecedents - challenge–skill balance, action–awareness merging, goals of an activity, unambiguous feedback, and sense of control
flow experience
flow consequences - increased learning, positive attitude, exploratory behavior, and perceived behavioral control
Game adaptation determine the level of playability (Sánchez et al, 2009): satisfaction, learnability, effectiveness, immersion, motivation, emotion, and socialization.
Besides playability, game adaptation may be used for increasing player competence in both playing and game-based learning context. User competence model (Silva and Behar, 2015):
psycho-cognitive abilities
attitudes
knowledge
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Playing style models
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Relationships between Honey and Mumford learning styles and playing styles of ADOPTA (Bontchev, 2011) and Bartle
Honey and
Mumford
Learns by: ADOPTA Bartle
Activist hand–eye coordination, planning andstrategizing, problem-solving, teamworkand the ability to think quickly
Competitor Killer
Theorist logically entering problems step-by-step,
with spatial awareness and verbal &
numeracy skills
Logician Achiever
Pragmatist planning, decision-making, testing
hypotheses, strategic thinking,
management skills
Strategist Explorer
Reflector Observing and watching reflectively Dreamer Socializer
The ADAPTIMES FP7 project ADAPTIve player-centric serious video gaMES
ADAPTIMES aims at investigating how
cognitive abilities (the cognitive part),
psycho-emotional status (the affective part) and
playing style (the conative part – that of “desire, volition, and striving”) (Schur, 1990)
can be used in a holistic approach for efficient and effective player-centric adaptation
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Adaptation in
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Workflow of emotion-based game adaptation control
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Implicit Emotional
Indicators(via sensors & other devices)
Facial expr.GSR
Heart RhythmECGEEG
Pressure…
ChangeProcedures
TimeVelocity
AccelerationRouteSize
Defeat range Luminosity
Contrast…
Real-TimeExplicitPlayer
Feedbackthrough
AdaptationControl Panel
Analysis
Change
Visuali-zation
Triggering Events
on Behavior Templates
Case study – Rush for Gold
A 3D video game using adaptation based on player performance, efficiency and emotional state
Developed by using Brainstorm eStudio (http://www.brainstorm.es/products/estudio/)
Allows implicit recognition of ADOPTA playing styles in order to validate them to ones calculated by using self-report. The implicitly found style will be used for automatic selection of learning content appropriate to that style.
Goal: to collect 12 bars of gold (bullions), which are flying, hidden or inside logic puzzles needed to be solved, all located in a 3D Egypt temple with enhanced audio-visual effects being object of adaptation, as well.
The player can use a Strategy Management Table (SMT):
represents a table with three rows for planning numbers of bars of the three groups available in the game
contains data about average effectivity of performance for collecting the gold bars of each group useful for building a strategy for optimal way of play.
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Rush for Gold
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Player style measurement
Implicitly during play time of specific mini-game
Based on player’s metrics for specific game tasks:
Performance (result)
Efficiency (result/effort)
Task difficulty
Play time
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Rush For Gold, part 2 -https://www.youtube.com/watch?v=aJe61bUDE40
Emotion-based adaptation in Rush for Gold
The game adaptation control is at run time and implicit for the player
The adaptation control makes the video game aligned to specific response patterns of individual players for bringing positive effect on playability and learning outcomes
The adaptation process runs in the context of the game and aligns adaptable game features to player-centric metrics showing:
player’s progress and performance
player’s emotions – emotions are inferred by face expression analysis using a Web service accessing Face Analysis Cloud Engine of SightCorp (http://sightcorp.com/) fear, surprise, sadness and disgust are applied for additional correction of
current difficulty of shooting and discovering tasks by using specific thresholds of their levels
when finding relatively high fear, sadness and surprise, task difficulty is decreased, while the opposite occurs in cases of high level of disgust
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Adaptable game features in Rush for Gold 1/3
1. Adaptive automation of game tasks (and feedback for next experiments):
explicit tasks - game objectives (to shoot/discover gold bullions or to solve puzzles) adapt to the gameplay;
implicit tasks - not explicitly stated by the game interface but expected to be fulfilled:
maximize your skills in shooting, discovering, solving and strategic planning of activities
collect as many gold bullions as possible
player-driven tasks - created by the player thanks to his/her creativity within existing limitations of given game mechanics and leading to so called emergent gameplay
how to find best position for shooting (depends on gun high and shooting angle)
how to explore the temple with changing visual properties
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Adaptable game features in Rush for Gold 2/3
2. Dynamic Difficulty Adjustment (DDA):
DDA by means of automatic level generation - uses methods for procedural content generation
Logic puzzles have increasing dynamically their difficulty with higher player results and vice versa
DDA by means of adjusting level content, i.e. game items for player interactions – means dynamic adaptation of level of inventory interacted by the player for specific game context, according to player’s skill acquisition:
Hidden billions are more difficult to be found with player progress
Flying bullions change velocity & acceleration plus striking force change with player efficiency as well with player´s emotions
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Adaptable game features 3/3
3. Adaptation of audio-visual effects:
according player´s emotions and using thresholds for happiness level, there are adapted :
ambient illumination change
focus and contrast of statues with puzzle panels
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Experiment
Executed at Sofia University, Bulgaria, with 34 volunteers (average aged 27, SD=10; 18 men and 16 women)
They passed group explanation and demonstration (20 min.), procedure of informed consent (translated in Bulgarian, 15 min.), individual assisted trial (5 min.) and, finally, unassisted game session to determine their style of play (15-20 min.).
Half of the volunteers (N=17) played the game with emotional adaptation switched on (forming the experimental group), unlike the others (the control group).
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Preliminary results 1/3
The quiz reveal (five-level Likert scale from 1 to 5):
certain preference to play the game with emotion-based adaptation (question Q1 average=3.9, sd=1.1)
positive appreciation of that adaptation of shooting difficulty (Q2 average=4.0, sd=0.8)
the same for discovering difficulty (Q3 average=3.8, sd=0.7),
and brightness and contrast (Q4 average=4.1, sd=0.7).
No statistically significant improvements were found in playing time and shooting performance with emotional adaptation (because all players fulfilled the goal)
Statistically significant correlations between answers to questions Q1-Q4 and some game metrics
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Preliminary results 2/3
Positive statistically significant correlations (0,34÷0,55) between preferences to play with emotional adaptation and shooting/discovering efficiency, discovering performance and game session time reveal the beneficial impact of emotional adaptation inside the experimental group.
In contrary, significant negative correlations (-0,38÷-0,51) between degree of liking emotional adaptation of the difficulty and shooting/discovering efficiency and difficulty can be explained by appreciating emotional adaptation for making the game harder when found higher disgust (decreasing player efficiency and performance) or easier when found higher fear, sadness or surprise (decreasing attained difficulty).
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Preliminary results 3/3
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Metrics of solving are checked only for correlations with adapted brightness and contrast, as they are not emotionally adapted.
Adapted brightness and contrast are correlated:
positively to solving performance (because of attracting player’s attention to the puzzles)
and
negatively to discovering performance (because of attracting player’s attention to other objects)
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Rush For Gold (playing style)
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Generated labyrinth (maze game)
3D quiz game (assessment)
3D puzzle
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Next steps
Conclusions 1/2
Player-centric adaptive game play possesses essential advantages compared to the non-adaptive gameplay
The synergy of using player´s performance, emotions, and playing styles is very promising
All they are identified in an implicit way at run time and used for adapting game mechanics, dynamics and audio-visual content .
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Conclusions 2/2
The results reveal a promising and positive appreciation of emotion-based adaptation and, as well, interesting statistically significant correlations between such adjusting of dynamic difficulty of tasks and player´s self-report.
More experiments with real time player´s feedback on adaptation use, additional self-reporting and qualitative analyses are needed for revealing how such emotion-based adaptations affect game playability and antecedents, experience and consequences of flow (Kiili, 2006).
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Thank you for your attention!
Discussion
More info at: http://adaptimes.eu/
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