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Benchmarking reinforcement learning algorithms in first-person shooter games using VizDoom 使用VizDoom测试第一人称射击游戏中的强化学习算法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101031
Adil Khan , Aamir Aqeel
Computer games are considered one of the best test beds for evaluating artificial intelligence algorithms, as it is a well-known practice before applying the algorithms in the real world, such as the robotics industry. A machine learning technique, known as reinforcement learning, utilizes positive and negative rewards to guide an artificial intelligence agent as it learns new tactics and strategies. This study compares four reinforcement learning algorithms: Dueling Double Deep Q-Network (Dueling DDQN), Advantage Actor-Critic (A2C), LSTM-Based Advantage Actor-Critic (A2C LSTM), and REINFORCE. The game artificial intelligence (Game AI) based platform VizDoom evaluates and compares these reinforcement learning algorithms. VizDoom is based on the first-person shooter (FPS) video game Doom, which has had a significant influence on artificial intelligence. The results are compared, and, in most cases, Dueling DDQN outperformed all other algorithms in all chosen scenarios. However, in contrast, the A2C performed well for the kills metric in the defending the center scenario only. Finally, the proposed work’s analysis, implications, and limitations are presented, along with the potential future directions for research.
电脑游戏被认为是评估人工智能算法的最佳测试平台之一,因为在将算法应用于现实世界(如机器人行业)之前,它是一种众所周知的实践。一种被称为强化学习的机器学习技术,利用积极和消极的奖励来指导人工智能代理学习新的战术和策略。本研究比较了四种强化学习算法:Dueling Double Deep Q-Network (Dueling DDQN)、Advantage Actor-Critic (A2C)、基于LSTM的Advantage Actor-Critic (A2C LSTM)和REINFORCE。基于游戏人工智能(game AI)的平台VizDoom评估并比较了这些强化学习算法。VizDoom是基于第一人称射击游戏《毁灭战士》开发的,这款游戏对人工智能产生了重大影响。对结果进行比较,在大多数情况下,Dueling DDQN在所有选择的场景中都优于所有其他算法。然而,相比之下,A2C只在防守中路的情况下表现得很好。最后,提出了本研究的分析、意义和局限性,以及未来研究的潜在方向。
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引用次数: 0
Solutions for Dynamic Difficulty Adjustment in digital games: A Systematic Literature Review 数字游戏中动态难度调整的解决方案:系统文献综述
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101041
Carlos Henrique R. Souza, Daniela F. Nascimento, Luciana O. Berretta, Sergio T. Carvalho
Dynamic Difficulty Adjustment (DDA) is an important aspect of game design aimed at balancing the difficulty level to enhance player experience and prevent frustration or game abandonment. This paper presents a Systematic Literature Review (SLR) that focuses on the implementation of DDA techniques in digital games. The objective of this study was to identify and analyze DDA solutions (models, methods, and/or frameworks) for digital games in the ongoing research agenda. Of the 547 studies found in four bibliographic databases (ACM, IEEE, Scopus, and Web of Science), 34 were selected. The results revealed a diversity of approaches, mainly involving Artificial Intelligence techniques (50%) and heuristics/parameters manipulation (47%), among other possibilities. In addition to reaffirming the open research problems described in the literature, the need for further research on generalizable, flexible, and modularized approaches is highlighted, allowing the integration of various DDA strategies while minimizing the disadvantages of each strategy and ensuring good results. In this sense, the conducted review brings solution directions based on the exchange of knowledge from self-adaptive systems.
动态难度调整(DDA)是游戏设计的一个重要方面,旨在平衡难度等级,增强玩家体验,防止受挫或放弃游戏。本文是一篇关于DDA技术在数字游戏中的应用的系统性文献综述(SLR)。这项研究的目的是在正在进行的研究议程中确定和分析数字游戏的DDA解决方案(模型、方法和/或框架)。在四个书目数据库(ACM、IEEE、Scopus和Web Of Science)中发现的547项研究中,有34项被选中。结果显示了多种方法,主要涉及人工智能技术(50%)和启发式/参数操作(47%),以及其他可能性。除了重申文献中描述的开放性研究问题外,还强调了对可推广、灵活和模块化方法的进一步研究的必要性,以允许各种DDA策略的集成,同时最大限度地减少每种策略的缺点并确保良好的结果。从这个意义上说,进行的审查带来了基于自适应系统的知识交换的解决方案方向。
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引用次数: 0
Are you a Hunter or Camper? A phase-based framework for real-time survival prediction in battle royale using FightScore and ActiveScore 你是猎人还是露营者?一个基于阶段的框架,用于在大逃杀中使用战斗得分和ActiveScore进行实时生存预测
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101040
Chaeyeon Sagong , Ji Young Woo , Huy Kang Kim
The battle royale genre game’s primary goal is survival. Similarly, the goal of the PlayerUnknown’s Battlegrounds (PUBG), a representative battle royale game, is to be the last man standing in a shrinking zone. Thus, game strategy for survival is the most important part in winning. The game play progress is divided into distinct game phases with Aggressiveness and Activeness as key attributes. Players change their strategy by the game phase. To capture this dynamic, we propose introducing scores. In this study, we analyze phase-specific survival strategies in PUBG from the perspectives of Aggressiveness and Activeness, and predicts player survival in real-time. Using in-game features that reflect Aggressiveness and Activeness, we calculate scores, “FightScore” and “ActiveScore”, to cluster players into four strategic types: Hunter, Sniper, Traveler, and Camper. Unlike existing methods that rely on post-game statistics, we use phase-specific data to derive strategies to predict survival and optimize strategies for the subsequent phases. We evaluate the effectiveness of three machine learning models, Random Forest, Logistic Regression, and XGBoost, to predict survival and win. We focus on the relationship between phase-specific strategy and survival in PUBG, which can be informative for players, e-sports analysts, and broadcasters.
大逃杀类型游戏的主要目标是生存。同样,《绝地求生》(PlayerUnknown’s Battlegrounds, PUBG)这款典型的大逃杀游戏的目标是成为一个不断缩小的区域中的最后一个人。因此,游戏生存策略是获胜的最重要部分。游戏进程被划分为不同的游戏阶段,并以攻击性和主动性作为关键属性。玩家在游戏阶段会改变策略。为了捕捉这种动态,我们建议引入分数。本研究从进攻性和主动性的角度分析了《绝地求生》中特定阶段的生存策略,并实时预测了玩家的生存。我们使用反映侵略性和主动性的游戏功能,计算得分,“战斗得分”和“活动得分”,将玩家分为四种战略类型:猎人、狙击手、旅行者和露营者。与依赖赛后统计的现有方法不同,我们使用特定阶段的数据来推导预测生存和优化后续阶段策略的策略。我们评估了随机森林、逻辑回归和XGBoost三种机器学习模型的有效性,以预测生存和获胜。我们专注于《绝地求生》中特定阶段策略与生存之间的关系,这可以为玩家,电子竞技分析师和广播公司提供信息。
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引用次数: 0
“In esports teamwork ranks way higher than anything else” : An exploration of esports training perceptions “在电子竞技中,团队合作比其他任何事情都要重要”:电子竞技训练观念的探索
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101045
Danielle K. Langlois , Simone Kriglstein
Esports has been a growing area of study in recent years. We conducted two qualitatively focused survey studies to further understand the landscape of esports training. Specifically, via research questions related to coaching and training programs, types of training, gaps in training routines, how different people perceive training, and how important various training categories are perceived. The first was a pilot survey exploring existing esports training, the second was a more in-depth exploration of esports training and how fans and specialists perceive the field. We found that fans and specialists generally agreed on many aspects of esports training. For example, teamwork was widely agreed upon as a crucial aspect of training. However, specialists seemed more focused on mental and physical health than fans. Further, three general domains emerged as overarching trends worthy of focus: technical skills, teamwork, and health support (both physical and mental). These domains align well with prior researchers’ findings. Our results also support the notion that greater organization and focus should be placed on teamwork and mental health support, as those areas are perceived to be under served. We also found a strong undercurrent of a lack of access (primarily due to physical location) and a desire for more guidance in the training process. Therefore, future efforts should be made to make esports training resources, particularly mental health resources, more well-known and accessible.
近年来,电子竞技一直是一个不断发展的研究领域。我们进行了两项定性调查研究,以进一步了解电子竞技培训的现状。具体来说,通过研究与教练和培训计划、培训类型、培训程序中的差距、不同的人如何看待培训以及各种培训类别的重要性有关的问题。第一个是对现有电子竞技培训的试点调查,第二个是对电子竞技培训以及粉丝和专家对该领域的看法进行更深入的探索。我们发现,粉丝和专家对电子竞技培训的许多方面普遍持一致意见。例如,团队合作被广泛认为是培训的一个重要方面。然而,专家们似乎比粉丝们更关注心理和身体健康。此外,三个普遍领域成为值得关注的总体趋势:技术技能、团队合作和健康支持(身体和精神)。这些领域与先前研究人员的发现非常吻合。我们的研究结果也支持这样一种观点,即应该把更多的组织和重点放在团队合作和心理健康支持上,因为这些领域被认为是服务不足的。我们还发现了一股强大的暗流,即缺乏访问权限(主要是由于物理位置),并且希望在培训过程中获得更多指导。因此,未来应该努力使电子竞技培训资源,特别是心理健康资源,更加知名和可及。
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引用次数: 0
Enhancing cyberbullying identification with ELECTRA-BiLSTM: A hybrid approach for improved contextual and sequential understanding 利用ELECTRA-BiLSTM增强网络欺凌识别:一种改善上下文和顺序理解的混合方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101056
Shalini Agrahari, Arvind Kumar Tiwari
Social media has revolutionized how we connect, fostering communities based on shared interests worldwide. However, it also opens the door to cyberbullying, a serious concern in today’s digital age. Unlike traditional bullying, cyberbullying happens online, making it harder to detect and prevent. In this paper, we combine the Efficiently Learning an Encoder that Classifies Token Replacements Accurately (ELECTRA) model with Bidirectional Long Short-Term Memory (BiLSTM), to better spot cyberbullying, improving the model’s ability to understand context and sequential patterns in text. Preprocessing has included tokenization, normalization and data cleaning to ensure consistent input quality. Using a dataset of approximately 48,000 tweets across six categories, the proposed model achieved 88.38% accuracy, outperforming traditional and existing models, highlighting its potential to enhance online safety.
社交媒体彻底改变了我们的联系方式,培育了基于全球共同兴趣的社区。然而,它也为网络欺凌打开了大门,这是当今数字时代的一个严重问题。与传统的欺凌不同,网络欺凌发生在网上,这使得它更难被发现和预防。在本文中,我们将高效学习编码器准确分类Token替换(ELECTRA)模型与双向长短期记忆(BiLSTM)模型相结合,以更好地发现网络欺凌,提高模型理解文本中上下文和顺序模式的能力。预处理包括标记化、规范化和数据清理,以确保一致的输入质量。使用六类约48,000条推文的数据集,所提出的模型达到了88.38%的准确率,优于传统和现有的模型,突出了其提高在线安全的潜力。
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引用次数: 0
The predictive role of cognitive flexibility in 21st century skills among esports players 认知灵活性在电子竞技选手21世纪技能中的预测作用
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101042
Alp Kaan Kilci , Zekeriya Göktaş
This paper presents the role of cognitive flexibility in predicting 21st century skills among esports players. Based on survey data collected from 591 players of esports games selected from among the ten most widely played by worldwide, the study explores how cognitive flexibility relates to key competencies such as digital literacy, innovation, leadership, and career consciousness. The research is guided by two research questions: (1) To what extent does cognitive flexibility predict 21st century skill development in esports players? and (2) Does the frequency of gaming influence this prediction? The results indicate that cognitive flexibility is a significant predictor of information technology literacy, entrepreneurial thinking, and leadership, particularly among those with higher weekly gaming frequency. However, no meaningful association was found between cognitive flexibility and critical thinking/problem-solving skills, suggesting that team-based gameplay dynamics may limit individual-level cognitive reflection. The findings highlight esports as a potent environment for developing transferable competencies and emphasize the importance of cognitive flexibility as both an outcome and enabler of skill acquisition in digital contexts. An integrative framework is proposed for understanding how gameplay experiences translate into real-world readiness. Future research should focus on designing targeted interventions to enhance cognitive flexibility within competitive gaming settings.
本文介绍了认知灵活性在预测电子竞技选手21世纪技能中的作用。基于从全球最受欢迎的十大电子竞技游戏中挑选的591名玩家的调查数据,该研究探讨了认知灵活性与数字素养、创新、领导力和职业意识等关键能力之间的关系。本研究以两个研究问题为指导:(1)认知灵活性在多大程度上预测电子竞技选手21世纪的技能发展?(2)游戏频率是否会影响这一预测?结果表明,认知灵活性是信息技术素养、创业思维和领导力的重要预测因素,特别是在每周游戏频率较高的人群中。然而,在认知灵活性和批判性思维/解决问题能力之间没有发现有意义的联系,这表明基于团队的游戏玩法动态可能会限制个人层面的认知反射。研究结果强调了电子竞技是培养可转移能力的有力环境,并强调了认知灵活性作为数字环境中技能习得的结果和推动者的重要性。本文提出了一个综合框架,用于理解游戏体验如何转化为现实世界的准备。未来的研究应该集中于设计有针对性的干预措施,以增强竞争性游戏环境中的认知灵活性。
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引用次数: 0
Lessons learned from experiments with four pedal-based exergames 从四个踏板运动游戏中获得的经验教训
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101018
Alf Inge Wang, Emil Petter Schrøder, Øystein Hammersland, Christian Magnus Rand, Sander Kaalaas Østvik, Aschmirthan Sivaranjan, Sondre Strand Haltbakk, Sigrid Greiff Elnan, Vilde Voss Stabell
The rise in sedentary lifestyles is a growing concern, contributing to health issues such as premature mortality, cardiovascular diseases, and type 2 diabetes. A key factor in this trend is a lack of motivation to exercise. Exergames – video games designed to promote physical activity – offer a potential solution by making exercise more engaging. This study explores four pedal-based exergames, each differing in genre, concept, and controls, to assess their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. The results indicate that these games generally support positive gameflow, enjoyment, and high-intensity exercise while motivating some individuals to be more active. The study also highlights key differences between the games and presents seven design recommendations for future pedal-based exergames.
久坐不动的生活方式越来越受到关注,它会导致过早死亡、心血管疾病和2型糖尿病等健康问题。造成这种趋势的一个关键因素是缺乏锻炼的动力。Exergames——旨在促进身体活动的电子游戏——提供了一个潜在的解决方案,使锻炼更有吸引力。本研究探讨了四种基于踏板的运动游戏,每种游戏在类型、概念和控制上都有所不同,以评估它们对游戏流、乐趣、动机、重玩性和运动强度的影响。结果表明,这些游戏通常支持积极的游戏流、乐趣和高强度运动,同时激励一些人更活跃。该研究还强调了这两款游戏之间的主要区别,并为未来基于踏板的运动游戏提出了7项设计建议。
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引用次数: 0
Play, watch, create: Unpacking community views on esports, game-related content creation, & gameplay careers 游戏、观看、创造:剖析社区对电子竞技、游戏相关内容创作和游戏职业的看法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101022
Louise H. Trudgett-Klose , Sarven S. McLinton , Susannah Emery , David H. Gleaves
Despite the growing popularity of gaming content creators, esports, and professional videogaming in research, there is no clear, unified understanding of these concepts. Using a mixed-methods approach, we analysed how members of the gaming community (recreational players, esports players, content creators, and content consumers) defined game-related content, esports, and gameplaying careers. Participants (N = 85) from 18 countries completed an online questionnaire including Likert items and long-response options. We found “game-related content” was an umbrella term comprising information dissemination, vicarious gaming, and competitive content (e.g., esports). We developed the theme season-bound events as key in defining esports. Furthermore, most participants agreed that playing videogames could be a valid career, listing income and exchange of goods and services as their main justifications. This work is a fundamental first step to understanding the nature of gameplay careers, and establishing foundations for organisational classifications, worker rights, and safety policies for this emerging workforce.
尽管游戏内容创作者、电子竞技和专业视频游戏在研究中越来越受欢迎,但对这些概念却没有清晰、统一的理解。使用混合方法,我们分析了游戏社区成员(娱乐玩家、电子竞技玩家、内容创作者和内容消费者)如何定义游戏相关内容、电子竞技和游戏职业。来自18个国家的参与者(N = 85)完成了一份在线问卷,包括李克特项目和长回答选项。我们发现“游戏相关内容”是一个包含信息传播、替代游戏和竞争性内容(如电子竞技)的总称。我们开发了主题赛季赛事作为定义电子竞技的关键。此外,大多数参与者同意玩电子游戏可以是一种有效的职业,并将收入和商品和服务交换列为其主要理由。这项工作是理解游戏职业本质的第一步,也是为这一新兴劳动力建立组织分类、工人权利和安全政策的基础。
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引用次数: 0
Prevalence of Instagram addiction among Iranians: A countrywide online survey 伊朗人对Instagram上瘾的普遍程度:一项全国范围的在线调查
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101010
Sayed Ali Sharifi Fard , Mark D. Griffiths , Majid Jafari Abesh Ahmad Loo , Afshin Afzali , Golnaz Ali Babaei , Mojtaba Aflaki , Arefeh Bagher Pour
Instagram is the most popular social network platform among Iranians, especially young people. This popularity is due to several factors, including the features and attractiveness of this platform. However, recent research has indicated that for some individuals, excessive use of Instagram can be problematic and has been termed ‘Instagram addiction’ by some scholars. However, most previous studies (including those in Iran) have been small-scale. Therefore, a cross-sectional online survey examined the prevalence of Instagram addiction (using the Persian version of the Instagram Addiction Scale [IAS]) among Iranians (aged 18 to 50 years old) selected by multi-stage cluster sampling (by lottery) in five provincial capitals. The final sample comprised 1854 participants. The results indicated that 23.6 % were classed as having ‘severe’ addiction. The results also showed that IAS scores based on gender (being female) (p < 0.01), age (being younger) (p < 0.01), marital status (being single) (p < 0.01), and occupational status (being a student) (p < 0.01) were significantly different. However, there was no significant difference in IAS scores based on education and economic status (p > 0.05). Regression analysis showed that age (being younger) and marital status (being single) were significant predictors of Instagram addiction. Given the high levels of problematic Instagram use among Iranian adults, education and prevention programs need to be implemented at a national level.
Instagram是伊朗人,尤其是年轻人中最受欢迎的社交网络平台。这种受欢迎程度是由于几个因素,包括该平台的功能和吸引力。然而,最近的研究表明,对一些人来说,过度使用Instagram可能会带来问题,一些学者将其称为“Instagram成瘾”。然而,以前的大多数研究(包括在伊朗的研究)都是小规模的。因此,一项横断面在线调查(使用波斯语版本的Instagram成瘾量表[IAS])在五个省会城市通过多阶段整群抽样(抽签)选择的伊朗人(18至50岁)中检查了Instagram成瘾的流行程度。最终样本包括1854名参与者。结果表明,23.6%的人被归类为“严重”成瘾。以性别(为女性)(p < 0.01)、年龄(较年轻)(p < 0.01)、婚姻状况(单身)(p < 0.01)、职业状况(为学生)(p < 0.01)为分类标准的IAS得分也存在显著差异。然而,不同教育程度和经济状况在IAS评分上没有显著差异(p > 0.05)。回归分析显示,年龄(年轻)和婚姻状况(单身)是Instagram成瘾的显著预测因素。考虑到伊朗成年人使用Instagram的问题很高,教育和预防计划需要在国家层面上实施。
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引用次数: 0
Gamification and personality: Exploring the impact on consumer engagement and purchase intention 游戏化与个性:探讨对消费者粘性和购买意愿的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101038
Rajshree Misara, Divyanshu Verma, Saurabh Mishra
The swift progress of digital innovations has prompted companies to more frequently incorporate game-like features to boost customer involvement. This study explores how game-like components, such as badges, points, and leaderboards, influence personality characteristics and their effect on customer involvement and intentions to buy online. A conceptual framework was created to investigate these connections. Through a survey approach, information from 412 people who shop online was gathered and examined using Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings indicate that game-like features have a positive effect on all five main personality dimensions—conscientiousness, openness, extraversion, neuroticism, and agreeableness. Particularly, agreeableness and extraversion were identified as key factors that bridge the gap between game-like features and both customer involvement and intentions to purchase. This study sheds light on how personality traits can affect the success of game-like features in the online retail sector, highlighting the importance of customized marketing approaches that suit different types of customers. To date, this research is among the first to scientifically examine how individual personality traits influence customer involvement and intentions to buy online in a game-like shopping setting.
数字创新的迅速发展促使公司更频繁地加入游戏式功能,以提高客户参与度。本研究探讨了徽章、积分和排行榜等游戏类组件如何影响个性特征,以及它们对客户参与和在线购买意愿的影响。我们创建了一个概念性框架来研究这些联系。通过调查的方法,收集了412名网上购物的人的信息,并使用偏最小二乘结构方程模型(PLS-SEM)进行了检查。研究结果表明,游戏性特征对所有五个主要人格维度——尽责性、开放性、外向性、神经质和宜人性——都有积极影响。特别是,亲和性和外向性被认为是弥合游戏功能与用户参与和购买意愿之间差距的关键因素。这项研究揭示了个性特征如何影响在线零售领域游戏类功能的成功,强调了适应不同类型客户的定制营销方法的重要性。到目前为止,这项研究是第一个科学地研究个人性格特征如何影响客户参与和在游戏式购物环境中在线购买的意图的研究。
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引用次数: 0
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Entertainment Computing
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