Adaptable game experience through procedural content generation and brain computer interface

Henry Fernández, Koji Mikami, K. Kondo
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引用次数: 3

Abstract

For high skilled players, an easy game might become boring and for low skilled players, a difficult game might become frustrating. This research's goal is to offer players a personalized experience adapted according to their performance and levels of attention. We created a simple side-scrolling 2D platform game using Procedural Content Generation, Dynamic Difficulty Adjustment techniques and brain computer data obtained from players in real time using an Electroencephalography device. We conducted a series of experiments with different players and got results that confirm that our method is adjusting each level according to performance and attention.
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通过程序化内容生成和脑机接口实现适应性强的游戏体验
对于高技能玩家来说,一款简单的游戏可能会变得无聊,而对于低技能玩家来说,一款困难的游戏可能会让他们感到沮丧。这项研究的目标是根据玩家的表现和注意力水平为他们提供个性化的体验。我们创造了一款简单的横向卷轴2D平台游戏,使用程序内容生成、动态难度调整技术以及使用脑电图设备实时获取玩家的脑机数据。我们对不同的玩家进行了一系列的实验,得到的结果证实了我们的方法是根据表现和注意力来调整每个关卡。
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