Dynamic difficulty adjustment with Evolutionary Algorithm in games for rehabilitation robotics

Kleber O. Andrade, Thales B. Pasqual, G. Caurin, M. K. Crocomo
{"title":"Dynamic difficulty adjustment with Evolutionary Algorithm in games for rehabilitation robotics","authors":"Kleber O. Andrade, Thales B. Pasqual, G. Caurin, M. K. Crocomo","doi":"10.1109/SeGAH.2016.7586277","DOIUrl":null,"url":null,"abstract":"This article explores game difficulty adjustment for serious game applications in rehabilitation robotics. In this context, a difficulty adjustment system is proposed that takes user performance as input and generates two different responses: a) a change in the distance the user should cover, and b) the velocity provided to the target. User performance is estimated from its ability to achieve the targets (game score) performing movements. The system interference in user displacement value and target speed where chosen to stimulate the user to achieve specific rehabilitation goals. The game difficulty adjustment has received small attention in the context of rehabilitation robotics interfaces. It is important to note that games developed for rehabilitation differ from commercial entertainment games due to severe limitations imposed to patients by pathologies like stroke, cerebral palsy and spinal cord injury. An Evolutionary Algorithm (AE) based optimization strategy was adopted to adjust game's difficulty. A meta-profile for user behavior was also developed allowing to create and simulate different virtual users and game experiences in computer. This user profile includes a reaction time (time delay), motion disturbance and a kinematical motion profile based on a polynomial function. Using the meta-profile, different user motion behavior can be generated for exhaustive test and optimization of the difficulty adjustment system. The approach allows the reduction of development time and also the reduction in the number of experiments with volunteers. The computer simulation test results are presented to demonstrate the capacity of the difficulty adjustment system to adapt the game characteristics to the users' abilities with different skills levels.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"20","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SeGAH.2016.7586277","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 20

Abstract

This article explores game difficulty adjustment for serious game applications in rehabilitation robotics. In this context, a difficulty adjustment system is proposed that takes user performance as input and generates two different responses: a) a change in the distance the user should cover, and b) the velocity provided to the target. User performance is estimated from its ability to achieve the targets (game score) performing movements. The system interference in user displacement value and target speed where chosen to stimulate the user to achieve specific rehabilitation goals. The game difficulty adjustment has received small attention in the context of rehabilitation robotics interfaces. It is important to note that games developed for rehabilitation differ from commercial entertainment games due to severe limitations imposed to patients by pathologies like stroke, cerebral palsy and spinal cord injury. An Evolutionary Algorithm (AE) based optimization strategy was adopted to adjust game's difficulty. A meta-profile for user behavior was also developed allowing to create and simulate different virtual users and game experiences in computer. This user profile includes a reaction time (time delay), motion disturbance and a kinematical motion profile based on a polynomial function. Using the meta-profile, different user motion behavior can be generated for exhaustive test and optimization of the difficulty adjustment system. The approach allows the reduction of development time and also the reduction in the number of experiments with volunteers. The computer simulation test results are presented to demonstrate the capacity of the difficulty adjustment system to adapt the game characteristics to the users' abilities with different skills levels.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于进化算法的康复机器人游戏动态难度调整
本文探讨了游戏难度调整在康复机器人中的应用。在这种情况下,我们提出了一个难度调整系统,它将用户的表现作为输入,并产生两种不同的响应:a)用户应该覆盖的距离的变化,b)提供给目标的速度。用户表现是根据其实现目标(游戏分数)执行动作的能力来评估的。系统在用户位移值和目标速度的干扰下进行选择,以刺激用户实现特定的康复目标。在康复机器人界面的背景下,游戏难度的调整很少受到关注。值得注意的是,为康复而开发的游戏不同于商业娱乐游戏,因为中风、脑瘫和脊髓损伤等疾病对患者造成了严重的限制。采用基于进化算法(AE)的优化策略对游戏难度进行调整。还开发了用户行为的元配置文件,允许在计算机中创建和模拟不同的虚拟用户和游戏体验。该用户轮廓包括反应时间(时间延迟)、运动干扰和基于多项式函数的运动学运动轮廓。使用元配置文件,可以生成不同的用户运动行为,以进行详尽的测试和难度调整系统的优化。这种方法可以减少开发时间,也可以减少志愿者的实验次数。计算机仿真测试结果表明,难度调节系统能够根据不同技能水平的用户的能力来调整游戏特性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
A serious game to improve posture and spinal health while having fun Virtual Promenade: A new serious game for the rehabilitation of older adults with Post-fall Syndrome How would you like to be rewarded? Relating the Big-Five personality traits with reward contingency in a cognitive training puzzle game A curious relationship between feeling level and cognitive function in female brain during pregnancy and childbearing Redesigning the research design: Accelerating the pace of research through technology innovation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1