Conducted as a research study, this doc presents an approach for predicting users' level of engagement from visual cues within a game environment. We use a large data corpus collected from 58 participants playing the popular platform game Super Mario Bros. Neuroevolution preference learning and data mining techniques is used to construct accurate models of player experience that approximate the relationship between extracted features and reported engagement. The results obtained show that highly accurate models can be constructed (with accuracies up to 96.82%) and that players' visual behaviour towards the end of the game is the best for predicting engagement.
The resulted paper (not this doc) is published in UMAP 14, named: "Utilising Visual Features as Indicators of Players Engagement in Super Mario Bros".
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
1. Implemented and Designed By
Mohammad Shaker & Ola Al-Nameh
In Supervision of
Eng. Ammar Al-Nahhas
AI Department – 2013
Information Technology Engineering of Damascus, Syria
Fusing Visual and Behavioral Cues for
Modeling User Experience in Games
2. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
1
انفيشط
1.1.ذطؿٍوAbstract....................................................................6
1.1.ِمىِس.................................................................................11
1.1.وٍّحشِفطحق١س......................................................................11
2.وٌجْحشِٗحذٙس.........................................................................14
1.1.وٌجْحشِٗحذٙس.....................................................................14
1.1.ٌؼرسْرحقجٌطٍٓفجٌّؿٍزGalactic Arms Race (GAR).............14
2.3...ُ١ّٛضئٔٗحءْف١ٕسفٟحءٓػ٠ٍ٠كئؾٍجت١سِم١ىزٌطٌٛ١ىٜٛجٌّكطconstraint-based
procedural content generation (PCG).......................................................17
1.ضٌٛ١ىٜٛجٌّكطًذٗىٟئؾٍجتProcedural Content Generation
(PCG)12
1.1.ِمىِس.................................................................................12
1.1.َألٓحضٌٛ١ىٜٛجٌّكطٟجٌطٍمحت......................................................13
1.1.جٌرٕحءٍٖجٌّرحٚجٌرٕحءأغٕحءٍ٠ٛجٌطط..............................................13
1.2.ٜٛجٌّكطٌٌٍٟٞٚجٜٛٚجٌّكطٌٞجإلنط١ح....................................13
1.3.جٌّؼحِالش............................................................................14
1.4.جٌطٌٛ١ىٟجٌؼٗٛجتٚجٌطٌٛ١ىجٌّكىو.................................................14
1.5.نٛجٌَِ١سٟٕجذ-ٍجنطرٚجٌهٛجٌَِ١حشحءزّٕجٌر..................................14
1.6.ٜٛجٌّكطجٌٌّٛىَذحْطهىجٍقّجٌطّس١جٌركػ.......................................15
1.7.أِػٍسٓػٜٛجٌّكطجٌٌّٛىَذاْطهىجنٛجٌِ١حشذكػ١س........................15
1.11.ِؿّٛػسلٛجػىألٌؼحخٖر١ٙسذـPac-Man................................15
1.11.ِؿّٛػسلٛجػىألٌؼحخٛقسٌٍّج.................................................16
1.11.ِٓحٌجشألٌؼحخجٌٓرحق..........................................................16
1.11.ٍ٠ٛضطأٍْكسٌٍؼرسفٟحء.......................................................17
1.12.ُ١ّٛضًجٌٍّجقٌٍؼرسSuper Mario Bros..............................17
3.15.جٌٍؼرسجٌّىٌْٚسٟفًٖ٘جٌىٌجْس.....................................................11
2.وٌجْسٍجٌّٗحػجٌّٓطٍؾؼسِٓجٌالػد.........................................12
4.1.ِطؼسجٌٍؼدFun........................................................................12
4.2.ٞجٌطكىChallenge..................................................................12
4.3.٠جإلقرحFrustration................................................................12
3. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
2
4.4.لحذٍ١سٓ١ّجٌطهPredictability.....................................................13
2.3.ٍجٌٟؿًٌٍّٚجBoredom......................................................13
4.6.عََُجٌؿAnxiety.......................................................................13
3.١ِهطجٌىٌجْسجٌركػ١سًذٗىًِوح..............................................21
5.1.١ِهطجٌىٌجْسجٌركػ١س................................................................21
6.ًّٔؾسنرٍزجٌالػدًِٓأؾضٌٛ١ىٜٛجٌّكط...................................23
6.6.ٍُضؼً١ٟجٌطفٓػ٠ٍ٠كجٌؼٛرٛٔ١سجٌططٌٛ٠سNeuro-evolutionary
Preference Learning through Player Modeling.....................................23
6.2.نرٍزجٌالػدؼحوزٌُّجذؼىٌؼدجٌٍؼرسReported player’s experience of
playing the game.....................................................................................24
6.6.نرٍزجٌالػدؼحوزٌُّجٚجٌرٍٚضٛوٛيٟجٌطؿٍ٠رReported player
experience and experimental protocol.................................................24
6.6.َٚؼٌؼدGame Pair.........................................................25
7.جٌّٓحشُجٌّطكىذٙحّْٚحشجٌٍؼد...............................................31
7.6.أٔٛجعجٌّٓحش.......................................................................31
7.6.6.جٌّٓحشٟجٌطٓ٠ّىُجٌطكىذٙحٟفجٌٍؼرسControllable features of the
game31
7.6.2.ٙنٛحتجٌٍؼدّٓٞجٌٍؼرسGameplay characteristics...31
6.ذٍِؿ١سجٌطؼٍفٍٝػٍ١جٌطؼحذSHORE.......................................36
8.1.ِمىِس.....................................................................................36
6.1.جٌطؿحٌخٍٝػSHORE.........................................................36
9.ؾّغجٌر١حٔحشData Collection..................................................44
7.1.ِمىِس.................................................................................44
9.2.ػٍّ١سجْطهٍجؼجٌّٓحشFeatures Extraction...............................46
7.1.جٌٍّقٍسٌٝٚجأل–جْطهٍجؼجٌّٓحشِٓجألقىجظجٌٙحِس....................47
7.2.جٌٍّقٍسجٌػحٔ١س–جْطهٍجؼجٌّٓحشجٌظحٍ٘٠س.................................51
11.ُ١ّٛضلحػىزجٌّؼط١حش............................................................54
10.1.ِمىِس.....................................................................................54
11.ّٔحيؼجٌر١حٔحش(Data models)................................................61
11.1.ِمىِس...............................................................................61
11.2.ّٔٛيؼFrame Only Model.....................................................61
4. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
3
11.3.ّٔٛيؼAll Frames Model......................................................65
11.4.ّٔٛيؼFrame over Event Model...........................................67
11.5.ّٔٛيؼSurrounding Frames over Event Model....................71
11.جٌؼٕمىز(Clustering).............................................................76
11.1.ِمىِس...............................................................................76
11.1.ّٔٛيؼFrame Only Model...............................................76
11.1.ّٔٛيؼAll Frames Model..............................................111
11.2.ّٔٛيؼFrame over Event Model...................................111
12.5.ّٔٛيؼSurrounding Frames over Event Model..................113
11.ٌجنط١حجٌّٕٛيؼ.....................................................................111
13.1.ِمحٌٔسقٓدجٌّٕٛيؼٚجٌمٛجػى....................................................111
11.1.ِمحٌٔسقٓدجٌّٕٛيؼِٕٚكٕ١حشجٌطٛلغٌهٛجٌَِ١سMicrosoft
Decision Tree111
11.1.ِمحٌٔسقٓدجٌّٕٛيؼِٕٚكٕ١حشجٌطٛلغٌهٛجٌَِ١سMicrosoft
Clustering111
1.جٌططر١كٟجٌٕٙحت.....................................................................111
12.ج٢فحقجٌّٓطمرٍ١س...................................................................115
14.1.ّٔٛيؼجٌٍؼرسٟجٌطى١فAdaptive Game Model...........................115
14.2.ًٍِجقجٌطٌٛ١ىٟجٌطى١فًٌٍٍّجقAdaptive content generation.....115
13.جٌٍّجؾغ............................................................................111
5. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
4
6. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
5
7. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
6
انًششًع يمذيح األًل انفصم
8. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
7
21. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
20
22. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
21
23. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
22
انصانس انفصم
ِإجشائ تشكم ٌٍانًذر ذٌنْذ
Procedural Content Generation (PCG)
24. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
23
49. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
48
50. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
49
51. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
50
انغاتغ انفصم
انهؼة ًعًاخ تيا انًرذكى انغًاخ
Controllable and Gameplay Features
52. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
51
57. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
56
انفصمانصاين
انرؼاتْش َػه انرؼشف تشيجْحSHORE
Sophisticated High-speed Object Recognition Engine
58. Fusing Visual and Behavioral Cues for Modeling User Experience in Games
57