Cale Plut;Philippe Pasquier;Jeff Ens;Renaud Bougueng
{"title":"PreGLAM: A Predictive Gameplay-Based Layered Affect Model","authors":"Cale Plut;Philippe Pasquier;Jeff Ens;Renaud Bougueng","doi":"10.1109/TG.2023.3287732","DOIUrl":null,"url":null,"abstract":"In this article, we present the Predictive Gameplay-based Layered Affect Model (PreGLAM), an affective game spectator model that flexibly integrates into a game design process. PreGLAM combines elements of real-time player experience models and affective nonplayer-character models to output real-time estimated values for a spectator's valence, arousal, and tension during gameplay. Because tension is related to prospective events, PreGLAM attempts to predict future gameplay events. We implement and evaluate PreGLAM in a custom game \n<italic>Galactic Defense</i>\n, which we also describe. PreGLAM significantly outperforms a random walk time series in how accurately it matches ground-truth annotations and has comparable accuracy to state-of-the-art affect models.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"497-508"},"PeriodicalIF":1.7000,"publicationDate":"2023-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10157980/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
In this article, we present the Predictive Gameplay-based Layered Affect Model (PreGLAM), an affective game spectator model that flexibly integrates into a game design process. PreGLAM combines elements of real-time player experience models and affective nonplayer-character models to output real-time estimated values for a spectator's valence, arousal, and tension during gameplay. Because tension is related to prospective events, PreGLAM attempts to predict future gameplay events. We implement and evaluate PreGLAM in a custom game
Galactic Defense
, which we also describe. PreGLAM significantly outperforms a random walk time series in how accurately it matches ground-truth annotations and has comparable accuracy to state-of-the-art affect models.