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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
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
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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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
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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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
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انًششًع‬ ‫يمذيح‬ ‫األًل‬ ‫انفصم‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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1.1.‫ترجشد‬Abstract
‫ضركع‬‫جٌىٌجْس‬ ًٖ٘‫جٌالػد‬ ٍ١‫ضؼحذ‬ ٓ١‫ذ‬ ًٌٚٛ‫ج‬ ‫ٍٚس‬ ‫ئ٠ؿحو‬ ٟ‫ف‬
‫ذغ١س‬ ‫ٌٍؼرس‬ ٌِٚ‫جٌّى‬ ٜٛ‫جٌّكط‬ ٓ١‫ٚذ‬ ‫ػّى٠س‬ ٍ١‫جٌغ‬ ْٗ‫ٌأ‬ ‫ٚقٍوحش‬
‫جٌٕٙح٠س‬ ٟ‫ف‬ ‫جٌٛٚٛي‬‫ضرؼح‬ ٟ‫ضى١ف‬ ٜٛ‫ِكط‬ ‫ّٔٛيؼ‬ ‫ذٕحء‬ ٌٝ‫ئ‬‫الػد‬ ً‫ٌى‬
.‫قىج‬ ٍٝ‫ػ‬‫جٌر‬ ٟ‫ف‬ ‫جٌطٕم١د‬ ‫نٛجٌَِ١حش‬ َ‫جْطهىج‬ ُ‫ض‬ً١ٍ‫ٌطك‬ ‫١حٔحش‬
‫جٌّٛؾٛوز‬ ‫جٌر١حٔحش‬ّٓٞ‫لحػىز‬‫ِؼط١حش‬‫ذٕحؤ٘ح‬ ُ‫ض‬‫لرٍٕح‬ ِٓ ًِ‫ذحٌىح‬
ً١‫ذطٓؿ‬ ‫جٌٍؼد‬ ‫ضؿٍذس‬ ‫نحٞٛج‬ ‫لى‬ ٓ١‫ٌالػر‬ ‫ِؼط١حش‬ ٍٝ‫ػ‬ ‫جػطّحوج‬
١‫جٌّؼط‬ ‫ؾّ١غ‬ ً١‫ٌطٓؿ‬ ‫ذحإلٞحفس‬ ‫جٌٍؼد‬ ‫أغٕحء‬ ُٙ٘ٛ‫ٌٛؾ‬ ٛ٠‫ف١ى‬‫حش‬
‫ِٚمحٌٔطٙح‬ ‫جٌّٕحيؼ‬ ‫ذٕحء‬ ُ‫غ‬ ِٓٚ ُٙ‫ٌؼر‬ ‫٠ٍ٠مس‬ ٙ‫٠ه‬ ‫ف١ّح‬ ‫جٌٙحِس‬
‫جٌٕحق١س‬ ِٓ ‫جٌٍّقٍس‬ ‫أفٍٟ١س‬ ٍٝ‫ػ‬ ‫٠طؼٍف‬ ‫ّٔٛيؼ‬ ٌٝ‫ئ‬ ‫ٌٍٛٚٛي‬
.‫جٌٗؼٌٛ٠س‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
10
1.1.‫يم‬‫ذيح‬
ّٟ٠‫جألوحو‬ َ‫جال٘طّح‬ ‫َجو‬ٟ‫ف‬ ٟ‫ٚجٌٕٛحػ‬ً‫ذٗى‬ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ‫ضٌٛ١ى‬ٟ‫جٌطى١ف‬Adaptive
Gamingٍ١‫ور‬ ً‫ذٗى‬‫ٚجٌىٌجْحش‬ ‫جٌركٛظ‬ ِٓ ‫جٌؼى٠ى‬ ‫أغرطص‬ ‫ق١ع‬ ‫جٌّحٞ١س‬ ‫جٌمٍ١ٍس‬ ‫جٌٕٓٛجش‬ ‫نالي‬
[ ‫ػد‬ ّ‫جٌال‬ ‫ضؿٍذس‬ ِٓ َُ‫٠ؼ‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌٍؼرس‬ ‫و٠ٕحِ١ى١حش‬ ٟ‫ف‬ ‫جٌطى١ف‬ ‫ئوٌجؼ‬ ْ‫أ‬1ًٖ٘ ٟ‫ف‬ َ‫ٔمى‬ .]
‫جٌىٌجْس‬ٙ‫ٚنٛحت‬ ٓ١‫ِؼ‬ ٜٛ‫ٌّكط‬ ‫ضرؼح‬ ‫ؼد‬ٌٍّ‫ج‬ ‫أغٕحء‬ ‫جٌالػد‬ ‫ضفٟ١الش‬ ٌِ‫٠ى‬ ‫ّٔٛيؾح‬ ‫جٌركػ١س‬
ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫جٌالػد‬ ‫ذٙح‬ َ‫لح‬ ٟ‫جٌط‬ ‫جٌٍؼد‬ِٓ ‫جٌٍِح٠س‬ ‫ألٌؼحخ‬ ‫جٌٓحذمس‬ ‫وٌجْطٕح‬ ٓ‫ػ‬ ‫َجتى‬ ً‫ذٗى‬ ٓ‫ٌٚى‬
‫جٌالػد‬ ٌٛ‫ِٕظ‬First Person Shooter Games‫قحٌس‬ ٟ‫ف‬ ‫جٌٛؾٙس‬ ٍ١‫ضؼحذ‬ ٍ١‫ضأغ‬ ‫ذىٌجْس‬ ‫ٚيٌه‬
‫ٌٍؼرس‬ ‫ٚيٌه‬ ‫جٌٍؼرس‬ ّٓٞ ‫جٌٗؼٌٛ٠س‬ ٙ‫جٌٗه‬Mario.
ٝ‫ذؼ‬ ‫ضى١١ف‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ،ٟ‫جٌطى١ف‬ ٜٛ‫جٌّكط‬ ‫ِرحوب‬ ٝ‫ذؼ‬ ّٟٓ‫ضط‬ ‫جٌطؿحٌ٠س‬ ‫جألٌؼحخ‬ ٝ‫ذؼ‬ ‫ذىأش‬
( ‫جٌٍؼرس‬ ‫ٚؼٛذس‬ ‫ِػال‬ .‫جٌالػد‬ ‫أوجء‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌٍؼرس‬ ٙ‫نٛحت‬ ِٓdifficultyُ‫٠ط‬ ٟ‫جٌط‬ )
‫ضرؼ‬ ‫ضّٛ١ّٙح‬‫ٌؼرس‬ ٟ‫ف‬ ‫جألػىجء‬ ‫ػىو‬ ً٠‫ضؼى‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ٚيٌه‬ ‫جٌالػد‬ ‫ِٙحٌز‬ ٍ٠‫ٌطمى‬ ‫ح‬Max Payne،
( ‫جٌطحلس‬ ‫ٌجفؼحش‬ ٍٝ‫ػ‬ ‫جٌكٛٛي‬ ‫جقطّحٌ١س‬ ً٠‫ضؼى‬ ٚ‫أ‬power ups‫ٌؼرس‬ ٟ‫ف‬ )Mario Kartٚ‫أ‬
( ‫جٌطٌٛى‬ ٓ‫أِحو‬spawnpoints‫ٌؼرس‬ ٟ‫ف‬ )Left 4 Dead[1].
‫ج‬ ‫ضؿٍذس‬ ‫ذكٓد‬ ‫ٔفٓٙح‬ ُّٛ‫ض‬ ٟ‫جٌط‬ ‫جألٌؼحخ‬ ُ١ّٛ‫ض‬ ٟ‫ف‬ ‫جٌّفطحـ‬‫ج٢ٌ١حش‬ ‫ضطر١ك‬ ٟ‫ف‬ ّٓ‫٠ى‬ ‫ٌالػد‬
‫لحذٍس‬ ‫ِؼ١ٕس‬ ‫(ِ١ُجش‬ ‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ٍ١١‫ضغ‬ ُ‫٠ط‬ ْ‫أ‬ ‫٠ؿد‬ ٌ‫ِمىج‬ ُ‫ٚو‬ ،‫و١ف‬ ،‫ئيج‬ ٌٍ‫ضم‬ ٟ‫جٌط‬ ‫جٌطى١ف١س‬
.)‫ٔفٓٙح‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ُ‫ٌٍطكى‬‫ضؿٍذس‬ ‫قٛي‬ ٌٛ‫ضطّك‬ ‫َّحٌس‬‫ؼ‬‫ف‬ ‫ضى١ف١س‬ ‫ٌؼرس‬ ُ١ّٛ‫ض‬ ٛ‫ٔك‬ ٌٝٚ‫جأل‬ ‫جٌهطٛز‬
( ‫جٌٗؼٌٛ٠س‬ ‫جٌكحٌس‬ ُ١١‫ضم‬ ٟ٘ ‫جٌالػد‬emotional stateّ‫ط‬ٌ‫ٚج‬ )ٍ٠ٛ‫ٚضط‬ ‫ٌالػد‬ ٟ‫جٌّؼٍف‬ ُ١‫ٍو‬
( ‫ِطٕرثحش‬predictors.‫جٌالػد‬ ‫ٌطؿٍذس‬ )ِٓ ‫ػىو‬ ‫ضؿّ١غ‬ ُ‫٠ط‬ ْ‫أ‬ ٓٓ‫٠ٓطك‬ ٍٜ‫جٌغ‬ ‫ً٘ج‬ ً‫أؾ‬ ِٓ
‫جٌالػد‬ ٚ‫أ‬ ‫جٌٍؼد‬ ‫ضؿٍذس‬ ‫ؾٛجٔد‬ ٝ‫ٌرؼ‬ ‫ِإٍٖجش‬ ‫الٖطمحق‬ )‫ِػال‬ ‫جٌٍؼد‬ ‫(قٍوحش‬ ‫جٌالػد‬ ‫ِىنالش‬
( ٠‫جالقرح‬ ٜٛ‫ِٓط‬ ،‫ػد‬ ّ‫جٌال‬ ‫ِٙحٌز‬ ً‫ِػ‬frustration( ٌٍٝٞ‫ج‬ ٜٛ‫ِٓط‬ )satisfaction‫وًٌه‬ .)
( ‫ئقٛحت١س‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ُٙ‫ضؿٍذط‬ ٌ‫ئنرح‬ ٓ١‫ٌالػر‬ ٓ‫٠ّى‬survey‫٠ر١ؼس‬ ‫يجش‬ ‫أْثٍس‬ ٍٝ‫ػ‬ ٞٛ‫ضك‬ )
( ‫ضكؿ١ّ١س‬scaling( ‫ضفٟ١ٍ١س‬ ٚ‫أ‬ )preference.)
( ٌٞٛ‫جٌطط‬ ٟٔٛ‫جٌؼٛر‬ ً١ٟ‫جٌطف‬ ٍُ‫ضؼ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌالػد‬ ‫ضؿٍذس‬ ‫ضٛلغ‬ ٍُ‫ضؼ‬neuro-
evolutionarypreference learningٌٍّٕ ‫ول١مس‬ ‫ٔطحتؽ‬ ٝ‫أػط‬ )‫جٌالػد‬ ‫ٌطؿٍذس‬ ‫جٌكحْٛذ١س‬ ‫ًؾس‬
[1.]‫ٍْٛو١حش‬ ٠‫أّٔح‬ ِٓ ‫ػىو‬ ٌٝ‫ئ‬ ‫ٚجٌٍؼرس‬ ‫جٌالػد‬ ٓ١‫ذ‬ ً‫جٌطفحػ‬ ‫٠ٕٛف‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌالػد‬ ‫ّٔٛيؼ‬
[ ٟ‫ف‬ ‫جٌٕظٍ٠س‬ .‫جٌّهطٍفس‬ ‫جٌالػد‬1ّ‫ٌال‬ ‫ّٔٛيؼ‬ ٓ١ّٟ‫ض‬ ْ‫أ‬ ‫ضمٛي‬ ]ُ١‫جٌطٕظ‬ ‫ذٛجْطس‬ ٖ‫ضٌٛ١ى‬ ُ‫ض‬ ‫ػد‬
( ٟ‫جًٌجض‬self-organizationٌٝ‫ئ‬ ٞ‫ضإو‬ ْ‫أ‬ ٓ‫٠ّى‬ ٌٞٛ‫جٌطط‬ ٟٔٛ‫جٌؼٛر‬ ٍٟ١ٟ‫جٌطف‬ ٍُ‫ٌٍّطؼ‬ )
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‫ٚضفٟ١الش‬ ‫ٌؼد‬ ‫ذ١حٔحش‬ ‫ؾّغ‬ ُ‫ض‬ ‫جٌٕظٍ٠س‬ ًٖ٘ ‫ٌطؿٍذس‬ .‫ػد‬ ّ‫جٌال‬ ‫ٌطفٟ١الش‬ ‫ولس‬ ٍ‫أوػ‬ ‫ضمى٠ٍجش‬
( ‫جٌُٚؾ١س‬ ٍٝ‫ػ‬ ‫ضؼطّى‬ ‫ّس‬٠ٌٛ‫ٖؼ‬pairwise emotional preferencesِٓ )111ٙ‫ٖه‬
‫جألٚي‬ ٙ‫جٌٗه‬ ‫ٌؼرس‬ ْٛ‫٠ٍؼر‬FPSٕ‫وٌجْط‬ ٟ‫ف‬ ‫جألذؼحو‬ ‫غالغ١س‬.ًٖ٘ ‫ح‬
1.1.‫يفرادْح‬ ‫كهًاخ‬
ٟ‫جٌؼٛر‬ ٌٛ‫جٌطط‬NeuroEvolution‫جٌالػد‬ ‫ًّٔؾس‬ ،Player Modeling‫ضفٟ١الش‬ ،
Preferences‫ى١ف‬ّ‫ط‬ٌ‫ج‬ ،Adaptiveٟ‫ئؾٍجت‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ،PCG‫ِ١ُجش‬ ،Features،
ً٠‫ٌٍطؼى‬ ‫لحذٍس‬ ‫ِ١ُجش‬Controllable features‫جٌالػد‬ ‫ٌؼد‬ ‫ِ١ُجش‬ ،Gameplay features،
ٍ‫جٌم‬ ٌ‫أٖؿح‬ٌ‫ج‬Decision Trees‫جٌؼٕحل١ى‬ ،Clusters.
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
13
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14
ِ‫انصان‬ ‫انفصم‬
‫يشاتيح‬ ‫دساعاخ‬
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1.‫يشاتيح‬ ‫دساعاخ‬
1.1.‫يشاتيح‬ ‫دساعاخ‬
[ ًٖ٘ ٟ‫ف‬ ‫ٌٚو‬ ‫وّح‬1ٜٛ‫جٌّكط‬ ْ‫فا‬ ‫جٌكى٠ػس‬ ٛ٠‫جٌف١ى‬ ‫أٌؼحخ‬ ُ‫ِؼظ‬ ٟ‫ف‬ ٗٔ‫فا‬ ]content‫(جٌّٕحيؼ‬
Models‫غحذص‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ‫ِغ‬ ‫ٖكٕٙح‬ ُ‫٠ط‬ )‫ٚغ١ٍ٘ح‬ ،‫جألٍْكس‬ ،ً‫جٌٍّجق‬ ،‫جٌّػحي‬ ً١‫ْر‬ ٍٝ‫ػ‬
‫ػٗٛجت١س‬ ‫٠ٛؾى‬ ‫جألقٛجي‬ ٓٓ‫أق‬ ٟ‫ف‬ ٚ‫أ‬ ،ٍ١‫ضطغ‬ ‫ال‬ ‫غحذص‬ ً‫ذٗى‬ ‫ِٓرمح‬ ُِّّٛٚRandomizingٍٝ‫ػ‬
.‫جٌّؼحِالش‬ ِٓ ‫ٞ١مس‬ ‫ِؿّٛػس‬‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ْ‫وح‬ ‫قحي‬ ٟ‫ٚف‬ ،ٓ‫ٌى‬contentً‫ذٗى‬ ‫ٚ٠طؿىو‬ ٍ١‫٠طغ‬
١‫جٌالػر‬ ْ‫فا‬ ،ُ‫وجت‬ٓٛ‫٠ٕىِؿ‬ ْ‫أ‬ ٓ‫٠ّى‬get engaged.‫أ٠ٛي‬ ‫ٌّٚىز‬ ًٟ‫أف‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ‫ِغ‬
[ ‫ٚقٓد‬ ٗٔ‫فا‬ ،‫جٌطّٛـ‬ ‫ً٘ج‬ ً١‫ٚضه‬ ‫ٌطكم١ك‬1‫٠ٍ٠ك‬ ٓ‫ػ‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ‫نٛجٌَِ١حش‬ ‫٠ٛؾى‬ ]
‫جٌُّجوز‬ ‫ٌٍطرٌٛٛؾ١ح‬ ٟ‫جٌؼٛر‬ ٌٛ‫جٌطط‬content-generating NeuroEvolution of
Augmenting Topologies (cgNEAT) algorithm.
ٍ٠ٛ‫ٚجٌطط‬ ً٠‫ذحٌطؼى‬ َٛ‫ضم‬ ‫ذأٔٙح‬ ‫جٌهٛجٌَِ١س‬ ًٖ٘ ‫ضطكمك‬evolvingٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ٍٝ‫ػ‬
‫جٌالػد‬ ‫ضفٟ١الش‬player preferences‫نٛجٌَِ١س‬ ٍ‫ضؼطر‬ .‫جٌٍؼرس‬ ‫ٌؼد‬ ٌ‫ِىج‬ ٍٝ‫ػ‬cgNEAT
‫ٌهٛجٌَِ١س‬ ‫ضطٛ٠ٍج‬NEAT( ‫جألٍٚ١س‬Stanley and Miikkulainen 2002.)
1.1.‫انًجشج‬ ‫انرغهخ‬ ‫عثاق‬ ‫نؼثح‬Galactic Arms Race (GAR)
[ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫ٚقٓد‬ ‫جٌٍؼرس‬ ًٖ٘1‫نٛجٌَِ١س‬ َ‫ضٓطهى‬ ‫جٌٍؼرس‬ ًٖ٘ ْ‫فا‬ ]cgNEAT.
ٟ‫ف‬ ْٛ‫جٌالػر‬ َ‫٠ٓطهى‬GAR‫ؾى٠ىز‬ ‫أٍْكس‬ ٍٝ‫ػ‬ ‫ٌٍكٛٛي‬ ‫جألػىجء‬ ‫٠١حٌجش‬ ‫ٌ١محضٍٛج‬ ‫جٌفٟحت١س‬ ٓ‫جٌٓف‬
١‫ٌالػر‬ ٓ‫٠ّى‬ ‫و١ف‬ ٖ‫أؤح‬ ‫جألٖىحي‬ ‫ضٛٞف‬ .‫جٌٍؼرس‬ ‫نالي‬ ،‫جٌٍؼرس‬ ِٓ ‫ضطٌٛش‬ ٟ‫ٚجٌط‬ٓGAR‫جوطٗحف‬
ٍٝ‫ػ‬ ‫أ٠ٟح‬ ٓ‫ٌٚى‬ ،ْٟ‫أْح‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ‫ِٛؾٛوز‬ ‫ٌ١ٓص‬ ٟ‫ٚجٌط‬ ‫جألٍْكس‬ ِٓ ‫ٚجْؼس‬ ‫ِؿّٛػس‬
‫ٚضّى٠ى‬ ِ‫أْح‬extending.ٟٞ‫جٌّح‬ ٟ‫ف‬ ًٍُّٟ‫ف‬ ‫ْحذك‬ ٜٛ‫ِكط‬ ِٓ ‫ؾى٠ى‬ ٜٛ‫ِكط‬
‫نٛجٌَِ١س‬ ٍٝ‫ػ‬ ‫جٌّطٍضرس‬ ٌ‫ج٢غح‬cgNEATٜٛ‫جٌّكط‬ ‫ضٌٛى‬ ‫أٌؼحخ‬ ‫ئٔٗحء‬ ْ٢‫ج‬ ٓ‫جٌّّى‬ ِٓ ٗٔ‫أ‬ ٛ٘
‫ذٕفٓٙح‬ ‫ذٙح‬ ٘‫جٌهح‬‫ذًٌه‬ ‫ُ٠ىز‬ُِ ،‫غحذص‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ‫ضىٍفس‬ ِٓ ٍ١‫ور‬ ‫قى‬ ٌٝ‫ئ‬ ‫ذًٌه‬ ‫ٟس‬ّ‫ف‬‫ِه‬ ،
.‫يجضٙح‬ ‫ذكى‬ ‫جٌٍؼرس‬ ‫ل١ّس‬
.‫ِٕٙح‬ ً‫و‬ ‫ٍٖـ‬ ‫ِغ‬ ُ١٘‫جٌّفح‬ ٝ‫ذؼ‬ ‫جٌطحٌ١س‬ ‫جألٖىحي‬ ٓ١‫ضر‬
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‫جألٖىحي‬ ًٖ٘ ٓ١‫ضر‬‫انغالح‬ ‫ذطٌس‬ ‫أيصهح‬ٟ‫ف‬ ‫أٍْكس‬ ٌٛ‫ضطط‬ ‫وّح‬ .GARٍ‫٠ؼػ‬ ْ‫أ‬ ‫جٌٍّؾف‬ ِٓ ٗٔ‫فا‬ ،
‫ٚف‬ ‫يجش‬ ‫أٍْكس‬ ٍٝ‫ػ‬ ْٛ‫جٌالػر‬.ٟٞ‫جٌّح‬ ٟ‫ف‬ ‫ذطفٟ١ٍٙح‬ ‫لحِٛج‬ ٟ‫جٌط‬ ‫ٌطٍه‬ ‫ِّحغٍس‬ ‫حش‬
ٌ‫جٔطٗح‬ ‫ْالـ‬ ‫أ٠ٍك‬ ‫ِح‬ ‫وػ١ٍج‬ ‫جٌالػد‬ ْ‫فا‬ ،ٍٟ‫جٌفؼ‬ ‫جٌٍؼد‬ ِٓ ‫جٌّػحي‬ ‫ً٘ج‬ ٟ‫ف‬Spread
weapon( ً‫جٌٗى‬ ٟ‫ف‬ ‫وّح‬a.)
‫ضؼى٠الش‬ ٗ١ٍ‫ػ‬ ‫قىغص‬ُ‫ٚأ‬ ٌ‫جالٔطٗح‬ ‫ْالـ‬ ٟ‫ف‬ ‫ؾى٠ى‬ ٌٛ‫ضط‬ ‫قىظ‬ ،‫جٌٍؼرس‬ ِٓ ‫القك‬ ‫ٚلص‬ ٟ‫ف‬
‫ٚضغ١١ٍجش‬variations(b،c.)
‫ٔٛع‬( َ‫ٌال٘طّح‬ ‫ِػ١ٍز‬ ٌ‫جالٔطٗح‬ ‫أٍْكس‬ ِٓ ٍ‫آن‬d‫لًجتف‬ ‫(ئ٠الق‬ ٓ١‫لً٠فط‬ ‫ذا٠الق‬ َٛ‫ضم‬ )
.‫وجنٍ١س‬ ‫ٍْ٠ؼس‬ ‫ٚلً٠فس‬ )ٟ‫جٌهحٌؾ‬
( ‫جٌٓالـ‬ ‫ً٘ج‬ ًٓٔ ِٓ ‫القك‬ ‫ٚلص‬ ٟ‫ف‬e،f‫فٍق‬ ْ‫أ‬ ‫ق١ع‬ ،ٟ‫ف‬ ‫ِرحٌغ‬ ً‫ذٗى‬ ٗ‫ّٔط‬ ْٛ‫٠ى‬ )
ٌٍّْٛ‫ج‬ ١ّٔ ِٓ ‫ِطؼىو‬ ً‫ٚذٗى‬ ،ٍ١‫ور‬ ً‫ذٗى‬ ٟ‫ٚجٌهحٌؾ‬ ٍٟ‫جٌىجن‬ ‫جٌمًجتف‬ ٟ‫ٔٛػ‬ ٓ١‫ذ‬ ‫جٌٍٓػس‬
ٌٍ٠ٛ‫ضط‬ ‫و١ف١س‬ ‫ٌطٛٞ١ف‬ ‫جألِػٍس‬ ًٖ٘ .ٌ‫جالٔطٗح‬ ٍٜ‫ػ‬ ً٠‫ضؼى‬ ُّ‫ض‬ ‫وّح‬ ‫جٌٛجقىز‬ ‫ٍمً٠فس‬
‫نٛجٌَِ١س‬cgNEATٟ‫ف‬ ‫جٌالػد‬ ‫ضفٟ١الش‬ ٍٝ‫ػ‬ ‫ذٕحء‬ ‫جٌطحٌ١س‬ ‫جٌٍّقٍس‬ ‫ذٕحء‬ ٜٛ‫ٌّكط‬
.‫جٌّحٞ١س‬ ً‫جٌٍّجق‬
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ً‫جٌٗى‬ ًٖ٘ ٓ١‫٠ر‬‫انالػة‬ ‫نؼة‬ ‫خالل‬ ‫األعهذح‬ ‫ذطٌس‬gameplay‫الػرٛج‬ ‫٠ىطٗف‬ .GAR‫جٌؼى٠ى‬
‫ج‬ ‫جألٍْكس‬ ًِٓ‫و‬ ‫ذؿحٔد‬ ً‫جٌٗى‬ ٍٙ‫٠ظ‬ .‫ٔفٓٙح‬ ‫جٌٍؼرس‬ ً‫لر‬ ِٓ ‫ٚيٌه‬ ،‫جٌٍؼد‬ ‫أغٕحء‬ ‫و٠ٕحِ١ى١ح‬ ‫ٌّّّٛس‬
‫ِػال‬ .‫ْالـ‬ ً‫و‬ ٍ٠ٛ‫ٌطط‬ ‫جضهًش‬ ٟ‫جٌط‬ ‫جالْطٕٓحل‬ ‫أؾ١حي‬ ‫ػىو‬ ‫ٌٚٛز‬:
( ‫الشكل‬ ً‫ف‬a،b)‫لمحاربة‬ ‫فعالة‬ ‫تكون‬ ً‫الن‬ ‫جسٌمات‬ ‫من‬ ‫انماط‬ ‫عدة‬ ‫السالح‬ ‫من‬ ‫تنبعث‬
.‫واحد‬ ‫آن‬ ً‫ف‬ ‫األعداء‬ ‫من‬ ‫العدٌد‬
( ‫الشكل‬ ‫ٌبٌن‬c‫صد‬ ‫أجل‬ ‫من‬ ،‫البداٌة‬ ً‫ف‬ ‫واسع‬ ‫هو‬ ‫والذي‬ ‫محدد‬ ‫نمط‬ ‫ٌبعث‬ ‫سالح‬ ‫نمط‬ )
‫مسافة‬ ‫بعد‬ ‫واحد‬ ‫جسم‬ ‫على‬ ‫الضرر‬ ‫لٌركز‬ ‫الحق‬ ‫وقت‬ ً‫ف‬ ‫ٌتقاطع‬ ‫ولكن‬ ،‫األعداء‬ ‫أسلحة‬
( ‫الشكل‬ ‫ّنة.ٌبٌن‬ٌ‫مع‬d.‫الالعب‬ ‫أمام‬ ‫الجسٌمات‬ ‫من‬ ً‫دفاع‬ ‫جدار‬ ‫ٌخلق‬ )
( ‫الشكل‬e‫على‬ ‫الدوران‬ ‫ٌمكنها‬ ً‫والت‬ ‫موجة‬ ‫شكل‬ ‫على‬ ‫نمط‬ ‫ٌطلق‬ )‫مثل‬ ‫ضخمة‬ ‫عقبات‬
.‫النٌازك‬
( ‫الشكل‬f‫أسفر‬ ‫مما‬ ،‫العب‬ ‫من‬ ‫الجانبٌن‬ ‫كال‬ ً‫ف‬ ‫الجزٌئات‬ ‫من‬ ً‫دفاع‬ ‫خط‬ ‫إنشاء‬ ‫ٌبٌن‬ )
ً‫دفاع‬ ‫خط‬ ‫عن‬.‫لالعب‬
‫نٛجٌَِ١س‬ ‫لىٌز‬ ‫ضػرص‬ ‫جٌٕطحتؽ‬ ًٖ٘cgNEATٟ‫ضىط١ى‬ ً‫ذٗى‬ ‫جألٍْكس‬ ِٓ ‫ِؿّٛػس‬ ‫ضٌٛ١ى‬ ٍٝ‫ػ‬
!ً١ٚ‫ٚأ‬ ٟ‫قم١م‬ ً‫ذٗى‬ ‫ِٚف١ى‬ ‫ِطٕٛع‬ ً‫ذٗى‬ ٌٟ‫ٚؾّح‬
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19
1.1.‫عف‬ ‫إنشاء‬ ‫ذصًْى‬ٌٍ‫انًذر‬ ‫نرٌنْذ‬ ‫يمْذج‬ ‫إجشائْح‬ ‫طشّك‬ ‫ػن‬ ‫فضاء‬ ‫ْنح‬constraint-
based procedural content generation (PCG)
[ ٟ‫ف‬ ‫جٌىٌجْس‬ ٍٜ‫ضؼ‬2]ٜٛ‫جٌّكط‬ ‫ٌطٌٛ١ى‬ ‫ِم١ىز‬ ‫ئؾٍجت١س‬constraint-based procedural
content generation (PCG)
‫جٌٓف١ٕس‬ ُٓ‫ؾ‬ ً‫(ٖى‬ ‫فٟحء‬ ‫ٌٓف١ٕس‬ ُ١ّٛ‫ض‬ ‫إلٔٗحء‬
‫ْف١ٕس‬ ‫ّْٚحش‬‫جفغ‬ّ‫ى‬ٌ‫ج‬ ‫ٚأٔٛجع‬ ‫جألٍْكس‬ ً‫ِػ‬ ‫جٌفٟحء‬
‫ٚجْطٍجض١ؿ١حش‬ ‫جٌف١ُ٠حء‬ ٓ‫ػ‬ ٍ‫جٌٕظ‬ ٝ‫ذغ‬ )‫ٚ٠رٌٛٛؾ١ح‬
ٌ‫٠هطح‬ ٌُّّّٛ‫ج‬ ْ‫فا‬ ،‫جٌّمطٍـ‬ ًّ‫جٌؼ‬ ٌ‫إل٠ح‬ ‫ٚفمح‬ .‫جٌم١حوز‬
‫٠كحٚي‬ ٟ‫ٚجٌط‬ ‫جٌفٟحء‬ ‫ٌٓف١ٕس‬ ‫جٌّططٍرحش‬ ِٓ ‫ِؿّٛػس‬
‫جٌم١ٛو‬ ٓٓ‫ِك‬constraint optimizer‫ضكم١مٙح‬ ِٓ
.‫جٌم١ٛو‬ ‫ٚئٌٞحء‬
ُ‫ض‬ ٟ‫جٌط‬ ‫جٌٕطحتؽ‬‫جالنطرحٌجش‬ ِٓ ‫ػىو‬ ٟ‫ف‬ ‫ػٍ١ٙح‬ ‫جٌكٛٛي‬
‫ْف١ٕس‬ ْ‫أ‬ ٓ١‫ضر‬ ‫ٚجأل٘ىجف‬ ‫جٌم١ٛو‬ ِٓ ‫ِؿّٛػس‬ َ‫ذحْطهىج‬
‫ٚجٌرمحء‬ ‫ٚجٌمطحي‬ ‫جٌكٍوس‬ ٟ‫ف‬ ‫ؾ١ىج‬ ‫أوجء‬ ‫ىش‬ٌّٚ ‫جٌفٟحء‬
‫ذٍٛ٠ح‬ ‫ِمرٌٛس‬ ‫أٔٙح‬ ‫وّح‬ ،‫جٌك١حز‬ ‫ل١ى‬ ٍٝ‫ػ‬visually
appealing.
ً‫و‬ .‫فٟحء‬ ‫ْف١ٕس‬ ‫ضٌٛ١ى‬ ‫ضٛٞ١ف‬ ٌ‫جٌ١ٓح‬ ٍٝ‫ػ‬ ً‫جٌٗى‬ ٟ‫ف‬
‫ِكى‬ ١ّٔ ً‫٠ّػ‬ ٌْٛ‫ْالقح‬ ً‫٠ّػ‬ ٍّ‫جألق‬ ٌٍْٛ‫وح‬ ‫و‬
.‫جٌفٟحء‬ ‫ٌٓف١ٕس‬ ‫وجفغ‬ ً‫٠ّػ‬ ‫جألٌَق‬ ٌٍْٛ‫ٚج‬
.‫جٌّىٛٔحش‬ ً‫و‬ ٍٙ‫ضظ‬ ،‫ٌٍّكحوحز‬ ‫ٌمطس‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬
‫جإلؾٍجت١س‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌّؼىٌس‬ ‫جٌفٟحء‬ ‫ْف١ٕس‬ ‫ف١ٙح‬ ٍٙ‫ضظ‬
PCG،ٍّ‫جألق‬ ٌٍْٛ‫ذح‬ ٚ‫جٌؼى‬ ‫ْٚف١ٕس‬ ،ٍ‫جألٚف‬ ٌٍْٛ‫ذح‬
ٌٜ‫ػٛج‬ ْ‫٠ّػال‬ ٓ١‫ٚوٛور‬obstacles‫(ّٚ٘ح‬
‫جٌىجت‬ٗ‫ضطؿ‬ ًٌٞ‫ٚج‬ ٝ١‫جألذ‬ ٌٍْٛ‫ذح‬ ً‫جٌّّػ‬ ‫ٚجٌٙىف‬ )ْ‫ٍضح‬
.‫جٌفٟحء‬ ‫ْف١ٕس‬ ٖٛ‫ٔك‬
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20
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
22
‫انصانس‬ ‫انفصم‬
ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬
Procedural Content Generation (PCG)
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24
1.ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬Procedural Content Generation (PCG)
1.1.‫يمذيح‬
‫ؼرس‬ٌٍّ‫ج‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ ّٛ٘١‫ئؾٍجت‬ ‫ذطٍق‬ ٟ‫ضٍمحت‬ ً‫ذٗى‬‫س‬‫جٌٍؼرس‬ ‫أؾُجء‬ ‫ؾّ١غ‬ ‫ٕ٘ح‬ ٜٛ‫ذحٌّكط‬ ‫ٚجٌّمٛٛو‬ .
،‫جٌكحٌجش‬ ،ٙٛ‫جٌم‬ ، ً‫جٌٍّجق‬ ،١‫جٌهٍجت‬ ،ّ٠ٌ‫جٌطٟح‬ ً‫ِػ‬ ‫جٌالػد‬ ‫ضؿٍذس‬ ٍٝ‫ػ‬ ٍ‫ضإغ‬ ٟ‫جٌط‬
.‫جٌّطحقس‬ ‫جألٍْكس‬ ،‫جٌىّ١ٍج‬ ٌٛ‫ِٕظ‬ ،‫جٌٍؼرس‬ ‫لٛجػى‬ ، ‫ضكم١مٙح‬ ‫جٌٛجؾد‬ ‫جأل٘ىجف‬
ّٛ‫٠ٙط‬ ‫جألٌؼحخ‬ ِّّٟٛ ِٓ ً‫ضؿؼ‬ ‫أْرحخ‬ ‫ػىز‬ ‫٠ٛؾى‬‫ذـ‬ ْPCG8
1.‫انزاكشج‬ ‫إعريالن‬
‫ضؼطّى‬ ٟ‫جٌط‬ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ١‫ٞغ‬ ٓ‫ف١ّى‬
‫جٌـ‬ ٍٝ‫ػ‬PCGٜٛ‫جٌّكط‬ ‫ً٘ج‬ ً‫ؾؼ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬
،‫جٌكحؾس‬ ‫ػٕى‬ ‫ئال‬ ٖ‫ضٌٛ١ى‬ ُ‫٠ط‬ ‫ٚال‬ ،ٍَٛ‫ِؼ‬ ٍ١‫غ‬
‫جٌفٟحء‬ ‫ٌؼرس‬ ‫يٌه‬ ٍٝ‫ػ‬ ‫ِٚػحي‬Elite
(Acornsoft 1984)‫ئوجٌز‬ ‫جْطح٠ؼص‬ ٟ‫جٌط‬
‫ال‬ ‫يجوٍز‬ ‫ذاْطٙالن‬ َٛ‫جٌٕؿ‬ ‫ِؿّٛػحش‬ ‫ِثحش‬
ٍٗ‫ػ‬ ٜ‫٠طؼى‬ً١‫ضّػ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌى١ٍٛذح٠طحش‬ ‫جش‬
.َ‫أٌلح‬ ‫ذّؿّٛػس‬ ‫وٛود‬ ٚ‫ج‬ ُ‫ٔؿ‬ ً‫و‬
1.ًُ‫ّذ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫إلنشاء‬ ‫انًانْح‬ ‫انركانْف‬ ‫ذٌفْش‬
ً‫ِػ‬ ‫ضطر١محش‬ َ‫ذاْطهىج‬ َٛ‫ضم‬ ‫جٌّؼحٍٚز‬ ‫جألٌؼحخ‬ ِٓ ‫جٌؼى٠ى‬SpeedTree[5]‫إلٔٗحء‬
.‫ِؼحِالش‬ ‫ِؿّٛػس‬ ٍ١١‫ضغ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ف١ٙح‬ ‫جٌطؿٛي‬ ‫جٌالػد‬ ‫٠ٓطط١غ‬ ‫ٞهّس‬ ‫ِٕح٠ك‬
1.‫األنؼاب‬ ‫ين‬ ‫جذّذج‬ ‫أنًاط‬ ‫تناء‬
‫ٌٛلص‬ ‫ؾ١ى‬ ‫ٚذاوجء‬ ‫ٍِٚكٛظ‬ ٍ١‫ور‬ ً‫ذٗى‬ ‫ِكطٛج٘ح‬ ٍ١‫ضغ‬ ‫أٌؼحخ‬ ‫ذٕحء‬ ‫ذاِىحٕٔح‬ ْ‫وح‬ ْ‫ئ‬ ٍٗ‫ٌؼ‬
(ً١‫جٌطٕف‬Real time)١ٌّٕ‫ج‬ ‫ً٘ج‬ ً‫ِػ‬ ‫ذٕحء‬ ٓ‫أِى‬ ْ‫ئ‬ .‫ٌٙح‬ ‫ٔٙح٠س‬ ‫٠ٛؾى‬ ‫ال‬ ‫أٌؼحخ‬ ‫ذٕحء‬ ٓ‫ألِى‬
ٗ‫ٌؼر‬ ١ّٔ ٚ‫(أ‬ ٓ١‫ِؼ‬ ‫الػد‬ ‫يٚق‬ ُ‫ٌ١الت‬ ‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ً٠‫ٚضؼى‬ ‫جألٌؼحخ‬ ِٓ‫ٌُ٠حوز‬ ٝ‫قط‬ ٚ‫أ‬ )
ً‫ذٗى‬ ‫ٌؼرٙح‬ ‫ئػحوز‬ ٓ‫٠ّى‬ ‫أٌؼحخ‬ ٟ٘ ‫جٌٕط١ؿس‬ ْٛ‫ْطى‬ )‫جالٔىِحؾ١س‬ ،ٞ‫(جٌطكى‬ ‫جٌالػد‬ ‫ضؿٍذس‬
.ُ‫وجت‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ٍ١١‫ٚضغ‬ ‫جٌطى١١ف‬ ٍٝ‫ػ‬ ‫ٌمىٌضٙح‬ ٟ‫الٔٙحت‬
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25
4.‫انًصًًْن‬ ‫هح‬ّْ‫يخ‬ ‫ذجاًص‬
ٌَِٟ‫نٛج‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ذطٌٛ١ى‬ ٓ‫ٌٚى‬ ،ٓ١ٌّّّٛ‫ج‬ ‫ٌّه١ٍس‬ ٓ١ٌ٘ ٛ٘ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬
‫(ال‬ ٟ‫ػٗٛٚجت‬ٍٝ‫ػ‬ ًٛ‫ٔك‬ ‫لى‬ ‫فإٔح‬ ‫ٕٙؽ‬َُِّ )ٟ‫جٌكٍف‬ ٕٝ‫ذحٌّؼ‬ ٟ‫ػٗٛجت‬ ٌٖ‫جػطرح‬ ٓ‫٠ّى‬
.ٗ‫ٔطٛلؼ‬ ٓ‫ٔى‬ ٌُ ٜٛ‫ِكط‬
1.1.ِ‫انرهمائ‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫ألغاو‬
‫جٌـ‬ ْ‫أ‬ ِٓ ُ‫ذحٌٍغ‬PCG،‫ِىز‬ ًِٕ ‫ضكم١مٙح‬ ‫جألٌؼحخ‬ ِٓ ‫جٌؼى٠ى‬ ‫أْططحػص‬ ‫ِ١ُز‬ ٛ٘ ‫جٌّهطٍفس‬ ٌٗ‫ذأٖىح‬
‫جٌّؿحي‬ ‫ً٘ج‬ ٟ‫ف‬ ‫ٌٍركع‬ ٙٛ‫ِطه‬ ّٟ٠‫أوحو‬ ‫ِؿطّغ‬ ‫ال٠ٛؾى‬ ٗٔ‫ج‬ ‫ئال‬ٍ١١‫ذحٌطغ‬ ‫ذىء‬ ‫جٌٛجلغ‬ ‫ً٘ج‬ ٓ‫ٌى‬ .
ِٓ ‫جٌؼى٠ى‬ ‫ئ٠ؿحو‬ ُ‫ض‬ ‫ق١ع‬ ‫فّإنٍج‬mailing List[6]،IEEE CIS Task Force [7]‫ٌٖٚس‬ ،
[ ًّ‫ػ‬6[ ٟ‫ٚٚ٠ى‬ ،]7‫ً٘ج‬ ٕ‫ضٕحل‬ ‫ِطهٛٛس‬ ‫وطد‬ ‫ال٠ٛؾى‬ ٕٗ‫ٌى‬ ،‫جٌّٛٞٛع‬ ‫ًٌٙج‬ ٙٛ‫ِه‬ ]
.‫جٌّؿحي‬
ٟ‫ف‬ ‫جألْحْ١س‬ ُ١٘‫جٌّفح‬ ِٓ ‫جٌؼى٠ى‬ ٍٝ‫ػ‬ ‫جٌٟٛء‬ ١ٍٓ٠ ٌٟ‫جٌطح‬ ُٓ‫جٌم‬PCG.
1.1.‫انرطٌّش‬ ‫أشناء‬ ‫ًانثناء‬ ‫انًثاشش‬ ‫انثناء‬
‫ٍِقٍس‬ ‫أغٕحء‬ ٚ‫أ‬ ،‫جٌٍؼد‬ ‫أغٕحء‬ ٌٞٛ‫ٚف‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ‫ٍٔ٠ى‬ ‫وٕح‬ ‫ئيج‬ ‫ف١ّح‬ ‫ضكى٠ى‬ ‫٠ؿد‬
ٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ َٛ‫ضم‬ ،‫ذٕحء‬ ٌٝ‫ئ‬ ‫الػد‬ ً‫٠ىن‬ ‫ػٕىِح‬ ٍٖ‫جٌّرح‬ ‫جٌطٌٛ١ى‬ ٍٝ‫ػ‬ ‫فّػحي‬ .‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬
ِ ٓ‫ضى‬ ٌُ ٟ‫جٌط‬ ‫ٌٍرٕحء‬ ‫جٌىجنٍ١س‬ ‫جٌرٕ١س‬ ‫ذأٗحء‬‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ‫أغٕحء‬ ‫ذحٌطٌٛ١ى‬ ‫ٔمٛى‬ ‫ذ١ّٕح‬ .ً‫لر‬ ِٓ ‫ٛؾٛوز‬
‫أغٕحء‬ ٗ١ٍ‫ػ‬ ً٠‫ذحٌطؼى‬ ٛ٘ َٛ‫٠م‬ ٚ ٜٛ‫ٌٍّكط‬ ‫ِؼ١ٕس‬ ‫ذٕ١س‬ ٌُّّٛ‫ج‬ ٍٝ‫ػ‬ ‫ضمطٍـ‬ ‫جٌطٌٛ١ى‬ ‫نٛجٌَِ١س‬ ْ‫أ‬
١‫نٍجت‬ ‫ذألطٍجـ‬ َ‫ِهى‬ َٛ‫٠م‬ ْ‫أ‬ ٓ‫جٌّّى‬ ّٓ‫ف‬ .ٓ١‫جألٍْٛذ‬ ٓ١‫ذ‬ ١ْٚ ً‫ق‬ ‫٠ٛؾى‬ .‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ‫ٍِقٍس‬
‫ذٕح‬ ٓ١‫الػر‬ ‫ِؿّٛػس‬ ٚ‫أ‬ ‫ٌالػد‬ ‫ؾى٠ىز‬.ُٙ‫ٌؼر‬ ١ّٔ ٓ‫ػ‬ ‫ِٓرمح‬ ‫ؾّؼٙح‬ ُ‫ض‬ ‫ِؼٍِٛحش‬ ٍٝ‫ػ‬ ‫ء‬
1.4.ُ‫اإلخرْاس‬ ٌٍ‫ًانًذر‬ ُ‫انضشًس‬ ٌٍ‫انًذر‬
ٛ٘ ٌٌٍٟٞٚ‫ج‬ ٜٛ‫جٌّكط‬ .‫ئنط١حٌ٠ح‬ ٚ‫أ‬ ‫ٌٍٞٚ٠ح‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬ ‫جٌٌّٛى‬ ٜٛ‫جٌّكط‬ ‫ضٕٛ١ف‬ ٓ‫٠ّى‬
‫جٌٛجؾد‬ ٌُ‫جٌّؼح‬ ً‫ِػ‬ ‫ضكم١مٙح‬ ‫جٌٛجؾد‬ َ‫ٚجٌّٙح‬ ‫جٌٍؼرس‬ َ‫ئضّح‬ ِٓ ْٛ‫جٌالػر‬ ٓ‫ٌ١طّى‬ ٖ‫ضٛجؾى‬ ‫جٌّطٍٛخ‬
‫أ‬ ‫َ٠حٌضٙح‬ٛ٘ ٌٞ‫جإلنط١ح‬ ٜٛ‫جٌّكط‬ ‫ف١ّح‬ .‫ضطٛجؾى‬ ْ‫أ‬ ‫ذى‬ ‫ال‬ ٟ‫جٌط‬ ‫جٌمٛجػى‬ ٚ‫أ‬ ،‫لطٍٙح‬ ‫جٌٛجؾد‬ ٔٛ‫جٌٛق‬ ٚ
‫٠ؼى‬ ٟ‫جٌط‬ ٌُ‫جٌّؼح‬ ٚ‫أ‬ ‫جٌّٕحَي‬ ٚ‫ج‬ ‫جألٍْكس‬ ً‫ِػ‬ .ٗ‫ِؼ‬ ً‫٠طفحػ‬ ‫ٚال‬ ٕٗ‫ػ‬ ‫٠رطؼى‬ ْ‫أ‬ ‫ػد‬ ّ‫جٌال‬ ‫٠ٓطط١غ‬ ًٌٞ‫ج‬
‫و‬ ‫ٚك١كح‬ ْٛ‫٠ى‬ ْ‫أ‬ ‫٠ؿد‬ ٌٌٍٟٞٚ‫ج‬ ٜٛ‫جٌّكط‬ ْ‫أ‬ ٓ١٠ٛ‫جٌّكط‬ ٓ١‫ذ‬ ‫ٕ٘ح‬ ‫جٌفحٌق‬ .‫ئنط١حٌ٠ح‬ ‫ونٌٛٙح‬.‫جتّح‬
‫٠ٓطط١غ‬ ‫ال‬ ‫ِح‬ ‫ٌٓرد‬ ٓ‫ٌٚى‬ ٓ١‫ِؼ‬ ‫٘ىف‬ ‫ٌططكم١ك‬ ٗ‫َ٠حٌض‬ ‫٠ؿد‬ ٍُ‫ِؼ‬ ‫ضٌٛ١ى‬ ُ‫٠ط‬ ْ‫أ‬ ‫جٌّمرٛي‬ ٍ١‫غ‬ ِٓ ٞ‫أ‬
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26
ٚ‫أ‬ َ‫ٌالْطهىج‬ ‫لحذٍس‬ ٍ١‫غ‬ ‫أٍْكس‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ْ‫أ‬ ‫ٌٍهٛجٌَِ١س‬ ‫ّٔٓف‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫ذ١ّٕح‬ .ٌٗٛ‫ون‬ ‫جٌالػد‬
‫جٌٓالـ‬ ‫ذاٌمحء‬ َٛ‫٠م‬ ْ‫أ‬ ‫ذرٓح٠س‬ ‫جٌالػد‬ ‫ذاْططحػس‬ ْ‫وح‬ ‫ئيج‬ ٕٝ‫ٌّر‬ ٟ‫ِٕطم‬ ٍ١‫غ‬ ُ١ّٛ‫ض‬ٌ‫ٚئنط١ح‬ ‫ؾحٔرح‬
.ٍٖ١‫غ‬ ‫َٚ٠حٌز‬ ‫جٌغٍ٠د‬ ٕٝ‫جٌّر‬ ِٓ ‫جٌهٍٚؼ‬ ٚ‫أ‬ ٍٖ١‫غ‬
1.3.‫انًؼايالخ‬
ٓ‫٠ّى‬ ‫قى‬ ٞ‫أ‬ ٌٝ‫ئ‬ ٌ‫جإلػطرح‬ ٓ١‫ذؼ‬ ً‫جألن‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ٜٛ‫ِكط‬ ‫ضٌٛ١ى‬ ٟ‫نٛجٌَِ١١ط‬ ٓ١‫ذ‬ ُ١١ّ‫جٌط‬ ٓ‫٠ّى‬
‫ِْٛغ‬ ٜٛ‫ِكط‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ‫نٛجٌَِ١حش‬ ‫ؾّ١غ‬ .‫ّس‬١َِ‫نٌٛج‬ ً‫و‬ ‫ذّؼحِالش‬ ‫جٌطالػد‬
ٜٛ‫ِكط‬ ِٓ ‫ئٔطاللح‬‫ذًٌز‬ ً‫ضأن‬ ْ‫أ‬ ‫ٌهٛجٌَِ١س‬ ٓ‫ف١ّى‬ .٠ٛ‫ِٟٚغ‬ ٍ١‫ٚغ‬(seed)‫ضٌٛ١ى‬ ‫ٌهٛجٌَِ١س‬
‫جألذؼحو‬ ‫ِطؼىو‬ ‫ٖؼحع‬ ً‫ضمر‬ ْ‫أ‬ ٍٜ‫أن‬ ‫ٌهٛجٌَِ١س‬ ٓ‫٠ّى‬ ‫ف١ّح‬ ،‫ضٓطهىِٙح‬ ٟ‫جٌط‬ ‫جٌؼٗٛجت١س‬ َ‫جألٌلح‬
.ٖ‫ذٕحؤ‬ ‫جٌٛجؾد‬ ٜٛ‫جٌّكط‬ ‫٠ٛٚف‬ ١١ْٛ‫و‬
1.3.‫انًذذد‬ ‫ًانرٌنْذ‬ ِ‫انؼشٌائ‬ ‫انرٌنْذ‬
‫ذ‬ ٜٛ‫جٌّكط‬ ‫ذٕحء‬ ‫نٛجٌَِ١حش‬ ‫ف‬ّٕٛٔ ْ‫أ‬ ‫ٔٓطط١غ‬‫جٌّمٛٛو‬ .ٌ‫جألػطرح‬ ٓ١‫ذؼ‬ ٜٛ‫جٌّكط‬ ‫ػٗٛجت١س‬ ً‫أن‬
‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ًٙ‫ف‬ ‫ٍِز‬ ِٓ ٍ‫جوػ‬ ‫ٚضٕف١ً٘ح‬ ‫جٌهٛجٌَِ١حش‬ ّ‫ٌٕف‬ ‫جٌّؼحِالش‬ ّ‫ٔف‬ ٍ٠ٍّ‫ذط‬ ٗٔ‫أ‬ ‫ٕ٘ح‬
‫جٌّطؼٍمس‬ ‫جٌّؼحِالش‬ ّ‫ٔف‬ ٍ٠ٍّ‫فرط‬ ‫ِكىوز‬ ‫جٌهٛجٌَِ١س‬ ‫وحٔص‬ ْ‫فا‬ .‫ِهطٍف‬ َ‫أ‬ ‫ِططحذك‬ ْٛ‫ْ١ى‬
‫جٌٕظ‬ ٝ‫ذغ‬ ‫جٌٕحضؽ‬ ّ‫ٔف‬ ٍٝ‫ػ‬ ًٛ‫ْٕك‬ ‫جٌهٛجٌَِ١س‬ ُ١ّٛ‫ذط‬ّ‫ػى‬ ٝ‫ػ‬ ً١‫جٌطٕف‬ ‫ٍِجش‬ ‫ػىو‬ ٓ‫ػ‬ ٍ
.)‫جٌؿ١ٕ١س‬ ‫جٌهٛجٌَِ١حش‬ ً‫(ِػ‬ ‫ػٗٛجت١س‬ ‫جٌهٛجٌَِ١س‬ ‫وحٔص‬ ‫ئيج‬ ‫ف١ّح‬ ‫جٌكحي‬
1.3.ِ‫اتن‬ ‫خٌاسصيْح‬-‫اءج‬ّ‫ن‬‫انث‬ ‫ًانخٌاسصيْاخ‬ ‫اخرثش‬
،‫جٌرٕحءز‬ ‫جٌهٛجٌَِ١س‬ ٛ٘ ٓ١‫نٛجٌَِ١ط‬ ٓ١‫ذ‬ ُ١ّ‫ٌٍط‬ ِٗ‫جْطهىج‬ ٓ‫٠ّى‬ ًٌٞ‫ج‬ ٍ١‫جألن‬ ٌ‫جٌّؼ١ح‬
ٟٕ‫جذ‬ ‫ِرىأ‬ ‫ضؼطّى‬ ٟ‫جٌط‬ ‫ٚجٌهٛجٌَِ١س‬-.ٍ‫جنطر‬
‫جٌطكمك‬ ‫ػٍ١ٙح‬ ٓ‫ٌٚى‬ .‫يٌه‬ ‫ػٕى‬ ٟٙ‫ٚضٕط‬ ٜٛ‫جٌّكط‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ‫وحٔص‬ ‫ئيج‬ ‫ذٕحءز‬ ‫ِح‬ ‫نٛجٌَِ١س‬ ْ‫ذأ‬ ٍ‫ٔؼطر‬
ٟٕ‫جذ‬ ‫نٛجٌَِ١س‬ .‫جٌرٕحء‬ ‫ػٍّ١س‬ ‫أغٕحء‬ ‫ِمرٛال‬ ٚ‫أ‬ ‫ٚك١كح‬ ٜٛ‫جٌّكط‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬-‫ذرٕحء‬ َٛ‫ضم‬ ٍ‫ئنطر‬
١‫ف‬ ‫ضطكمك‬ ‫فّػال‬ ٠ٍٖٚ ‫ِؿّٛػس‬ ‫٠ٛجفك‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬ ‫ذحٌطكمك‬ َٛ‫ضم‬ ُ‫ٚغ‬ ،ٓ١‫ِؼ‬ ٜٛ‫ِكط‬ْ‫وح‬ ‫ئيج‬ ‫ّح‬
‫ٚفحش‬ ‫ضكمك‬ ٌ‫جألٖؿح‬ ‫وحٔص‬ ‫ئيج‬ ‫ف١ّح‬ ٚ‫أ‬ ،ٓ١‫ِؼ‬ ‫ذطٛي‬ ‫ٚجٌّهٍؼ‬ ً‫ٚجٌّىن‬ ‫ِح‬ ٍُ‫ِؼ‬ ٓ١‫ذ‬ ‫جٌطٍ٠ك‬
ٌٟ‫جٌكح‬ ٜٛ‫جٌّكط‬ ِٓ ‫ؾُء‬ ٚ‫أ‬ ‫ؾّ١غ‬ ‫ضٌٛ١ى‬ ‫ذاػحوز‬ َٛ‫ضم‬ ‫فأٙح‬ ًٗ‫جٌف‬ ‫قحي‬ ٟ‫ف‬ .ٝ‫ِؼط‬ ‫ِؿحي‬ ّٓٞ
.‫ِمرٛي‬ ٜٛ‫ِكط‬ ٍٝ‫ػ‬ ًٛ‫ٔك‬ ٝ‫قط‬ ‫جٌؼٍّ١س‬ ٌٍ‫ٚضى‬
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27
1.3.‫ح‬ّْ‫انثذص‬ ‫شق‬ّ‫ط‬‫ان‬ ‫تاعرخذاو‬ ‫انًٌنذ‬ ٌٍ‫انًذر‬
ٟٕ٘ٚ‫جذ‬ ‫٠ٍ٠مس‬ ِٓ ‫نحٚس‬ ‫قحٌس‬ ٛ-8‫جٌطحٌ١س‬ ٠ٌٍٚٗ‫ج‬ ‫ٚ٠كمك‬ ٍ‫جنطر‬
ٚ‫أ‬ ‫ٚق١ىز‬ ‫ل١ّس‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ٚيٌه‬ .ٝ‫ِؼط‬ ٜٛ‫ِكط‬ ‫ؾٛوز‬ ‫ذطكى٠ى‬ َٛ‫٠م‬ ٌ‫ئنطرح‬ ‫ضحذغ‬ ‫٠ٛؾى‬
‫جٌىفحءز‬ ‫ضحذغ‬ ‫ذـ‬ ‫ذحٌؼحوز‬ ٝ‫٠ىػ‬ ‫جٌطحذغ‬ ‫ً٘ج‬ ً‫ِػ‬ .‫جٌكم١م١س‬ ُ١‫جٌم‬ ِٓ ‫ٖؼحع‬(Fitness
Function).‫ذحٌىفحءز‬ ّْٗ‫ج‬ ٝ‫ِؼط‬ ً‫ٌك‬ ٗ‫٠ّٕك‬ ًٌٞ‫ج‬ ُ‫ٚجٌٍل‬
‫جٌطٍ٠مس‬ ًٖ٘ .‫ْحذك‬ ً‫ٌك‬ ‫جٌّؼطحز‬ ‫جٌىفحءز‬ ٍٝ‫ػ‬ ْٟ‫أْح‬ ً‫ذٗى‬ ‫٠ؼطّى‬ ‫ؾى٠ى‬ ٜٛ‫ِكط‬ ‫ذٕحء‬
.‫جٌؼحٌ١س‬ ‫وفحءز‬ ٚ‫ي‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ٌٝ‫ئ‬ ‫ضٙىف‬
( ‫ضطٛ٠ٍ٠س‬ ‫نٛجٌَِ١حش‬ َ‫ضٓطهى‬ ‫القمح‬ ‫ٍْٕو٘ح‬ ٟ‫جٌط‬ ‫جألِػٍس‬ ‫ؾّ١غ‬Evolutionary Algorithm)
‫ِؿ‬ ٍٝ‫ػ‬ ‫جٌططٛ٠ٍ٠س‬ ‫جٌهٛجٌَِ١حش‬ ‫ضؼطّى‬ .ٜٛ‫جٌّكط‬ ٓ‫ػ‬ ‫ٌٍركع‬ ‫وأوجز‬‫جٌّكطٍّس‬ ‫جٌكٍٛي‬ ِٓ ‫ّٛػس‬
‫ٚفمح‬ ‫ضٍ٠ط١رٙح‬ ُ‫ٚ٠ط‬ ‫جٌىفحءز‬ ‫ضحذغ‬ َ‫ذحْطهىج‬ ‫جٌكٍٛي‬ ًٖ٘ ُ١١‫ضم‬ ُ‫٠ط‬ ً١‫ؾ‬ ً‫و‬ ٟ‫ف‬ .‫جًٌجوٍز‬ ٟ‫ف‬ ‫ِهُٔس‬
‫ضٍه‬ ‫ذحْطػٕحء‬ ،‫جٌؿ١ىز‬ ‫جٌكٍٛي‬ ِٓ ‫ذٕٓم‬ ‫ٚجْطرىجٌٙح‬ ‫جٌّؿّٛػس‬ ِٓ ‫قًفٙح‬ ُ‫٠ط‬ ‫جٌكٍٛي‬ ‫أْٛء‬ .‫ٌىفحءضٙح‬
ِ‫و‬ ُ‫ض‬ ٚ‫ج‬ )‫ٌطفٍجش‬ ‫(ضؼٍٞص‬ ٟ‫ػٗٛجت‬ ً‫ذٗى‬ ‫ضؼى٠ٍٙح‬ ُ‫ض‬ ٟ‫جٌط‬ِٓ ّ١ٌ .ٍٜ‫جن‬ ‫قٍٛي‬ ‫ِغ‬ ‫ؿٙح‬
َ‫ئْطهىج‬ ٓ‫جٌّّى‬ ّٓ‫ف‬ .ٍٞٛ‫ق‬ ً‫ذٗى‬ ‫ضطٛ٠ٍ٠س‬ ‫نٛجٌَِ١حش‬ َ‫جْطهىج‬ ُ‫٠ط‬ ْ‫أ‬ ‫جٌٌٍٟٚز‬
ٝ‫ذغ‬ ‫غحٌرح‬ ‫ٔفٓٙح‬ ٟ٘ ‫جٌكٍٛي‬ ً١‫ضّػ‬ ‫٠ٍ٠مس‬ ْ‫ج‬ ٍٖ‫يو‬ ٍ٠‫جٌؿى‬ ِٓٚ .ٍٜ‫جن‬ ‫ذكع‬ ‫نٛجٌَِ١حش‬
.‫جٌّٓطهىِس‬ ‫جٌركع‬ ‫نٛجٌَِ١س‬ ٓ‫ػ‬ ٍ‫جٌٕظ‬
1.3.‫تذصْح‬ ‫خٌاسيْاخ‬ ‫تإعرخذاو‬ ‫انًٌنذ‬ ٌٍ‫انًذر‬ ‫ػن‬ ‫أيصهح‬
‫ٚٔكحٚي‬ ‫ذكػ١س‬ ‫نٛجٌَِ١حش‬ َ‫ذاْطهىج‬ ‫ىز‬ٌٌّّٛ‫ج‬ ‫جألِػٍس‬ ِٓ ‫ِؿّٛػس‬ ٌٝ‫ئ‬ ُٓ‫جٌم‬ ‫ً٘ج‬ ٟ‫ف‬ ٍٜ‫ْٕطؼ‬
.‫ػٍ١ٙح‬ ‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضكىغٕح‬ ‫ِح‬ ٠‫ئْمح‬
1.13.‫تـ‬ ‫شثْيح‬ ‫ألنؼاب‬ ‫لٌاػذ‬ ‫يجًٌػح‬Pac-Man
[ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫قٓد‬7َ‫لح‬ .](Togelius and Schmidhbuer)‫ذٕحء‬ ُ‫ض‬ .‫ضؿٍذس‬ ‫ذرٕحء‬
ً‫ذٗى‬ )ٌٍٞٚٞ ٜٛ‫(ِكط‬ ‫لٛجػى‬ ‫ِؿّٛػس‬Offlineً١ّ‫ػ‬ ‫ذطكٍ٠ه‬ ‫جٌالػد‬ ُ‫٠م‬ ‫ق١ع‬ .‫ٖرىس‬ ‫ٌٍؼرس‬
‫ٌؼرس‬ ٗ‫ضٗر‬ ‫ذطٍ٠مس‬Pac-Man‫ِهطٍفس‬ ْ‫أٌٛج‬ ِٓ ٜ‫ٚأغٍج‬ ْ‫ؾىٌج‬ ‫ِؿّٛػس‬ ٍٝ‫ػ‬ ٞٛ‫ضكط‬ ‫جٌٗرىس‬ .
ٛ‫جٌم‬ ‫قٓد‬ ٍٝ‫ػ‬ ‫ِؼحو٠س‬ ٚ‫أ‬ ‫ٚى٠مس‬ ‫ٖهٛ١حش‬ ٚ‫أ‬ ،‫جٌطمح٠ٙح‬ ‫٠ؿد‬ ‫لطغ‬ ‫أٔٙح‬ ٍٝ‫ػ‬ ‫فّٙٙح‬ ٓ‫٠ّى‬‫جػى‬
ٍ١‫ضأغ‬ ً‫٠ّػ‬ ‫غحذص‬ ُ‫قؿ‬ ٚ‫ي‬ ‫ِؼحِالش‬ ‫ٖؼحع‬ ً‫ٖى‬ ٍٝ‫ػ‬ ‫جٌمٛجػى‬ ‫ِؿّٛػس‬ ً١‫ضّػ‬ ُّ‫ض‬ .‫جٌّطٌٛز‬
‫ِؿّٛػس‬ ً١‫ضّػ‬ ٓ‫٠ّى‬ .‫ٍْٛوٙح‬ ‫ّف‬ٚٛ٠ ٗٔ‫أ‬ ‫وّح‬ ً١ّ‫جٌؼ‬ ‫ِغ‬ ٚ‫أ‬ ‫ذؼٟٙح‬ ‫ِغ‬ َ‫ضطٛحو‬ ‫ػٕىِح‬ ٜ‫جألغٍج‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
28
‫ّٛٞؼحش‬ّ‫ط‬ٌ‫ج‬ ‫ذحْطػٕحء‬ ‫جٌّكىو‬ ‫جٌٕٛع‬ ِٓ ْ‫وح‬ ‫جٌؿ١ٕٛضح٠د‬ .‫جٌطٍ٠مس‬ ‫ً٘ج‬ ً‫ذّػ‬ ‫جألٌؼحخ‬ ِٓ ‫ؾ١ىز‬
‫جإلذطى‬.ٌٍّْ‫ج‬ ٟ‫جٌّكحو‬ ‫جٌٕٛع‬ ِٓ ْ‫وح‬ ُ١١‫جٌطم‬ ‫ضحذغ‬ .‫جت١س‬
1.11.‫ٌدح‬ّ‫ه‬‫ان‬ ‫ألنؼاب‬ ‫لٌاػذ‬ ‫يجًٌػح‬
[ ‫جٌىٌجْس‬ ‫قٓد‬11َ‫لح‬ ‫فمى‬ ]Browneً‫ذٗى‬ ‫جٌٌٍٟٚ٠س‬ ‫جٌمٛجػى‬ ٍ٠ٛ‫ٌطط‬ َ‫ٔظح‬ ‫ذرٕحء‬ َ‫لح‬
Offlineٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جألٌؼحخ‬ ‫لٛجػى‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌؿ١ٕ١س‬ ‫جٌرٍِؿس‬ َ‫ذحْطهىج‬ ‫جٌٍٛق١س‬ ‫ٌألٌؼحخ‬
( ‫ضؼر١ٍجش‬ ٌ‫وأٖؿح‬Expression Treesً١‫ذطّػ‬ ‫ضّٓف‬ ‫ّس‬١‫جٌٛٚف‬ ‫جٌٍغس‬ ًٖ٘ .‫ٚٚف١س‬ ‫ٌغس‬ َ‫ذحْطهىج‬ )
،‫ِؼىٌس‬ ‫وحٔص‬ ‫جْطهىِٙح‬ ٟ‫جٌط‬ ‫جٌهٛجٌَِ١س‬ .‫ٖٙ١ٍز‬ ‫أٌؼحخ‬ ‫ف١ٙح‬ ‫ذّح‬ ‫ٛق١س‬ٌٍّ‫ج‬ ‫جألٌؼحخ‬ ِٓ ‫ٌؼىو‬ ‫جٌمٛجػى‬
‫أٌٚٛ٠س‬ ُٙ‫ِٕٚك‬ ُٙ١ٍ‫ػ‬ ‫قحفع‬ ‫ٚئّٔح‬ ًِ‫وح‬ ً‫ذٗى‬ ُِٕٙ ٍٙ‫جٌطه‬ ُ‫٠ط‬ ٌُ ‫جٌّٕهفٟس‬ ‫جٌىفحءز‬ ٚٚ‫ي‬ ‫فحألذٕحء‬
‫ٚي‬ ‫ِٕهفٟس‬ُ١١‫ضم‬ ‫ضحذغ‬ ِٓ ١١ٍ‫ن‬ ْ‫وح‬ ُ١١‫م‬ّ‫ط‬ٌ‫ج‬ ‫ضحذغ‬ .‫جٌكٍٛي‬ ‫ِؿّٛػس‬ ‫ضٕٛع‬ ٍٝ‫ػ‬ ‫جٌكفحظ‬ ً‫أؾ‬ ِٓ ‫ٌه‬
.‫غحذص‬ ٟ‫ِكحو‬ ُ١١‫ضم‬ ‫ٚضحذغ‬ ٍٖ‫ِرح‬
1.11.‫انغثاق‬ ‫ألنؼاب‬ ‫يغاساخ‬
[ ‫جٌىٌجْس‬ ‫قٓد‬11َ‫لح‬ ‫فمى‬ ،]Togelius et alَ‫ٔظح‬ ‫ذرٕحء‬online/offline‫ذطٌٛ١ى‬ َٛ‫٠م‬
‫قٓد‬ ٌٍٞٚٞ ٍ١‫غ‬ ٚ‫أ‬ ٌٍٞٚٞ ٜٛ‫ِكط‬ ْٛ‫٠ى‬ ‫(لى‬ ‫ِٓحٌجش‬‫أٌؼحخ‬ ً‫أؾ‬ ِٓ )‫جٌٍؼرس‬ ُ١ّٛ‫ض‬
ُ‫٠ط‬ ُ‫غ‬ ِٓٚ .‫غحذص‬ ‫٠ٛي‬ ٚ‫ي‬ ‫ِؼحِالش‬ ‫ٖؼحع‬ َ‫ذاْطهىج‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جٌّٓحٌجش‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌٓرحق‬
َ‫ذاْطهىج‬ ‫جٌٗؼحع‬ ‫ً٘ج‬ ‫ضٍؾّس‬b-splines‫ِٕك١حش‬ ِٓ ‫(ِؿّٛػس‬Bezierٌ‫ِٓح‬ ‫ّف‬ٍ‫ضؼ‬ ٟ‫جٌط‬ )
١ٟ‫ضف‬ ٟ‫ٚ٠ٍجػ‬ ‫جٌؿحِى‬ ٟ‫جٌّكحو‬ ‫جٌٕٛع‬ ِٓ َ‫جٌّٓطهى‬ ُ١١‫م‬ّ‫ط‬ٌ‫ج‬ ‫ضحذغ‬ .‫جٌكٍرس‬ٜٛ‫ِكط‬ ‫إلٔٗحء‬ ‫جٌالػد‬ ‫الش‬
ُ‫جٌطكى‬ ُ‫٠ط‬ ‫ْ١حٌز‬ ً‫ٖى‬ ٍٝ‫ػ‬ ً١ّ‫ػ‬ َ‫ذحْطهىج‬ ّٗ١١‫ضم‬ ُ‫ض‬ ًّ‫ِكط‬ ٌٛ‫ِط‬ ٜٛ‫ِكط‬ ً‫و‬ .ٗ‫يٚل‬ ‫ِغ‬ ٖٝ‫٠طّح‬
ٌ‫جٌّٓح‬ ‫وفحءز‬ .‫ٌٍٓ١حٌز‬ ْ‫جإلٔٓح‬ ‫ل١حوز‬ ‫ٍْٛن‬ ٟ‫ٌطكحو‬ ‫ِٓرمح‬ ‫ضىٌ٠رٙح‬ ُ‫ض‬ ‫ػٛرٛٔ١س‬ ‫ٖرىس‬ َ‫ذحْطهىج‬ ‫ف١ٙح‬
‫ج‬ ‫جٌٍٓػس‬ ٓ١‫ذ‬ ‫جٌفٍق‬ 8ٌ‫جٌّّٟح‬ ٍٝ‫ػ‬ ‫جٌٓ١حٌز‬ ‫أوجء‬ ٍٝ‫ػ‬ ‫ضؼطّى‬َ‫مى‬ّ‫ط‬ٌ‫ج‬ ٌ‫ِمىج‬ ،ٍٜ‫ٚجٌٛغ‬ ّٝ‫ٌؼظ‬
.ٌ‫جٌّّٟح‬ ٍٝ‫ػ‬ ٍَ‫جٌّك‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
29
1.11.‫فضاء‬ ‫نهؼثح‬ ‫أعهذح‬ ‫ذطٌّش‬
َ‫لح‬Hastings et al [3].‫ذكػ١س‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ ‫نٛجٌَِ١س‬ َ‫ذحْطهىج‬ ٓ١‫جٌالػر‬ ‫ِطؼىوز‬ ‫ٌؼرس‬ ‫ذرٕحء‬
‫أػىجء‬ ‫ِغ‬ ‫جٌّٛجؾٙحش‬ ِٓ ‫ِؿّٛػس‬ ٜٛ‫ٚن‬ ‫فٟحء‬ ‫ٍِورس‬ ‫ل١حوز‬ ٓ١‫جٌالػر‬ ٍٝ‫ػ‬ ‫جٌّطٌٛز‬ ‫جٌٍؼرس‬ ٟ‫ف‬
ٍِ‫أ‬ ‫جألٍْكس‬ ِٓ ‫ؾ١ىز‬ ‫ِؿّٛػس‬ ‫ق١حَز‬ ٓ‫ٌٚى‬ ٌٞ‫ئنط١ح‬ ٜٛ‫ِكط‬ ٛ٘ ‫ّالـ‬ٌٓ‫(ج‬ ‫أٍْكس‬ ‫ٚؾّغ‬
‫جٌٍؼرس‬ ٟ‫ف‬ َ‫مى‬ّ‫ط‬ٌ‫ج‬ ‫ضكم١ك‬ ً‫أؾ‬ ِٓ ٌٍٍٖٞٚٞ‫ِرح‬ ٍ١‫غ‬ ً١‫ضّػ‬ َ‫ذاْطهىج‬ ‫ِّػٍس‬ ‫وحٔص‬ ‫جألٍْكس‬ .)
‫ػٛرٛٔ١س‬ ‫ٖرىس‬ ‫ٚذٕ١س‬ ْ‫أَٚج‬ ‫أٔٙح‬ ٍٝ‫ػ‬ ‫جألٖؼس‬ ًٖ٘ ٍ١ٓ‫ضف‬ ُ‫ٚ٠ط‬ ،‫جأل٠ٛجي‬ ‫ِطغ١ٍز‬ ‫أٖؼس‬ ‫وّؿّٛػس‬
‫ذحٌٓالـ‬ ٘‫جٌهح‬ ‫جٌؿُت١حش‬ ‫ذـّكٍن‬ ُ‫ضطكى‬ ‫ذىٌٚ٘ح‬ ٟ‫ٚجٌط‬(Particle Engine).
‫ْالـ‬ ً‫و‬ ‫وفحءز‬ .ٍٟ‫جٌطفحػ‬ ‫جٌٕٛع‬ ِٓ َ‫جٌّٓطهى‬ ‫جٌىفحءز‬ ‫ضحذغ‬َ‫لح‬ ٟ‫جٌط‬ ‫جٌٍّجش‬ ‫ػىو‬ ٍٝ‫ػ‬ ‫ضؼطّى‬
‫ف١ٙح‬ ٟ‫ذم‬ ٟ‫جٌط‬ ‫جٌفطٍز‬ ٌٝ‫ٚئ‬ ،‫جٌٓالـ‬ ‫ً٘ج‬ ٌ‫ٚجنط١ح‬ ‫ذحٌٍؼرس‬ ٘‫جٌهح‬ َ‫جٌّهى‬ ٌٝ‫ئ‬ ‫ذحٌٌٛٛؼ‬ ِْٛ‫جٌّٓطهى‬
.َ‫ئْطهىج‬ ْٚ‫و‬ ‫جٌالػد‬ ‫ضٍْحٔس‬ ّٓٞ ‫جٌٓالـ‬ ‫ً٘ج‬
1.14.‫نهؼثح‬ ‫انًشادم‬ ‫ذصًْى‬Super Mario Bros
َ‫لح‬Pedersen et al [12]ٗ‫وٌجْط‬ ٟ‫ف‬ٍ١‫ضغ‬ ‫ٌ١ؿؼٍٙح‬ ٛ٠ٌ‫ِح‬ ٌ‫جٌّٛى‬ ‫ِفطٛقس‬ ‫جٌٍؼرس‬ ٍٝ‫ػ‬ ً٠‫ذطؼى‬
ً‫ذٗى‬ ً‫جٌٍّجق‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌالػد‬ ‫ٌغرحش‬ ‫ِغ‬ ٖٝ‫ٌططّح‬ ‫ِكطٛج٘ح‬very indirectlyً‫ٖى‬ ٍٝ‫ػ‬
ّٚٛ٠ ٍ١ٛ‫ل‬ ‫ِؼحِالش‬ ‫ٖؼحع‬‫جٌهٛجٌَِ١س‬ َٛ‫ضم‬ .‫جٌٍّقٍس‬ ّٓٞ ٟ‫ف‬ ‫ٚضّٛٞؼٙح‬ ٍ‫جٌكف‬ ‫ػىو‬ ‫ف‬
‫ػٗٛجت‬ ً‫ذٗى‬ ‫وحٍِس‬ ‫ٍِقٍس‬ ‫ٌرٕحء‬ ‫جٌّؼٍِٛحش‬ ًٖ٘ َ‫ذحْطهىج‬.ٟ
ٍٖ‫ِرح‬ ُ١١‫جٌطم‬ ‫ضحذغ‬data-drivenَ‫ذاْطهىج‬ َٛ‫ضم‬ ‫ػٛرٛٔ١س‬ ‫ٖرىحش‬ َ‫جْطهى‬ .ّٙٛ‫ِٚه‬
،‫(جٌّطؼس‬ ‫جٌالػد‬ ٍ‫ذّٗحػ‬ ‫ٌٍطٕرإ‬ ‫جٌالػد‬ ‫ألٍْٛخ‬ ‫ّفس‬ِٚٛ ‫ِٚؼحِالش‬ ‫ٌٍؼرس‬ ‫ّفس‬ٌّٚٛ‫ج‬ ‫جٌّؼحِالش‬
ّٓٞ ٍ١٠‫جٌّؼح‬ ‫وأقى‬ ‫جٌؼٛرٛٔ١حش‬ ‫جٌٗرىحش‬ ‫نٍؼ‬ َ‫ئْطهىج‬ ُ‫ٚ٠ط‬ )ًٌٍّ‫ج‬ ،‫جٌطؼد‬ ،٠‫جإلقرح‬ ،ٞ‫جٌطكى‬
‫جٌىف‬ ‫ضحذغ‬.ٓ١‫الػر‬ ‫ِؿّٛػس‬ ِٓ ‫ضؿّ١ؼٙح‬ ُ‫ض‬ ‫ػ١ٕحش‬ َ‫ذحْطكىج‬ ‫جٌؼٛرٛٔ١س‬ ‫جٌٗرىحش‬ ‫ضىٌ٠د‬ ُ‫ض‬ .‫حءز‬
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30
1.13.‫انًذسًعح‬ ‫انهؼثح‬‫انذساعح‬ ‫ىزه‬ ِ‫ف‬
ٛ٠ٌ‫ِح‬ ‫ٌؼرس‬ ٟ٘ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫جٌّىٌْٚس‬ ‫جٌٍؼرس‬ ْ‫فا‬ ‫ْحذمح‬ ‫ضىٍّٕح‬ ‫وّح‬Super Mario Bros
‫ذٕٓهس‬ ‫ٚجٌّطٌٛز‬Javaً‫لر‬ ِٓPedersen [12]٠ٌ‫ِح‬ ‫ٌؼرس‬ ٌ‫جنط١ح‬ ُ‫٠ط‬ .‫جٌىٌجْحش‬ ِٓ ٍ١‫وػ‬ ٟ‫ف‬ ٛ
‫جٌؼى٠ى‬ ‫٠ٍ٠مٙح‬ ٓ‫ػ‬ ‫جْطهٍجؼ‬ ٓ‫٠ّى‬ ‫والْ١ى١س‬ ‫وٍؼرس‬ ‫ِّطحَز‬ ‫ضؿؼٍٙح‬ ٙ‫نٛحت‬ ِٓ ‫ٌٙح‬ ‫ٌّح‬ ‫جٌركػ١س‬
.‫جإلقٛحت١س‬ ‫ٚجٌّؼٍِٛحش‬ ‫جٌىٌجْحش‬ ِٓ
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32
‫انشاتغ‬ ‫انفصم‬
‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬
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33
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34
4.‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬ ‫دساعح‬
4.4.‫انهؼة‬ ‫يرؼح‬Fun
‫جٌٍّكٛظ‬ ٟ‫جإلقٛحت‬ ١‫جٌطٍجذ‬ ٍٝ‫ػ‬ ‫جٌكٛٛي‬ ُ‫٠ط‬statistically significant correlations
‫جٌـ‬ ‫قىٚو‬ ٟ‫ف‬ ْٛ‫٠ى‬ ‫ِح‬ ‫ٚغحٌرح‬ ٍٜ‫أن‬ ٌٝ‫ئ‬ ‫وٌجْس‬ ِٓ ‫٠هطٍف‬ ًٌٞ‫(ٚج‬1.‫ِ١ُجش‬ ‫ػىز‬ ‫نالي‬ ِٓ )%
‫جٌٍضد‬ ‫ٍْ٠ؼس‬ ‫ٌؼرس‬ ِٓ ‫جٌالػد‬ ‫جْطّطحع‬ ٜ‫ِى‬ ٓ‫ػ‬ ‫ٌٚٛز‬ ٍُْ٠ ١‫جٌطٍجذ‬ ‫ً٘ج‬ ً‫ِػ‬ ‫ٚؾٛو‬fast
paced gameٟ‫ٚجٌط‬َ‫ٚضمى‬ ً‫ضفحػ‬ ‫غحٌرح‬ ّٟٓ‫ضط‬progressِٓ ٍ١‫ٚجٌىػ‬ ،‫ػد‬ ّ‫ٌال‬ ٍّ‫ِٓط‬
.ُٙ١ٍ‫ػ‬ ‫ٚجٌمٟحء‬ ٍُٙ‫لط‬ ُ‫٠ط‬ ٓ٠ًٌ‫ج‬ ‫جألػىجء‬ ‫ٚػىو‬ ،ٝ‫جٌٍو‬
ٟ‫ف‬ ‫جٌٛجٌوز‬ ‫جٌّمحٌٔس‬ ‫قٓد‬ ٝ‫جٌرؼ‬ ‫٠مٛي‬ ْ‫أ‬ ٓ‫جٌّّى‬ ِٓ[1]ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌٍؼد‬ ‫ِطؼس‬ َٛٙ‫ِف‬ ٗٔ‫أ‬
‫جالٔٓ١حخ‬ َٛٙ‫ِف‬ ّٓٞ ‫٠ٛٞغ‬flowَ‫ذطمى‬ َٛ‫٠م‬ ‫جٌالػد‬ ْ‫ذأ‬ ‫٠مٛي‬ ًٌٞ‫ٚج‬ ،progress‫جٌٍؼد‬ ‫أغٕحء‬
ٟٔ‫ِطٛج‬ ٍ١‫غ‬unhinderedٞ‫جٌطكى‬ ِٓ ‫ٖ١ثح‬ ‫ِؼ١ٕس‬ ‫ٔٓرس‬ ّٟٓ‫٠ط‬ ‫جالٔٓ١حخ‬ َٛٙ‫ِف‬ ٓ‫ٌٚى‬
Challenge‫ِ١ُز‬ ٞ‫أ‬ ‫٠ٛؾى‬ ‫ال‬ ٌٟ‫ٚذحٌطح‬ )‫القمح‬ ٗ‫ٍٖق‬ ُ‫ْ١ط‬ ًٌٞ‫(ج‬featureٟ‫ف‬ ٞ‫جٌطكى‬ ُ١ّ‫ض‬ ‫لى‬
.‫جٌكحٌس‬ ًٖ٘‫جأل‬ ٍٝ‫ٚػ‬ ،‫ٍْٙس‬ ْٛ‫ضى‬ ‫ػٕىِح‬ ‫ذحٌٍؼرس‬ ْٛ‫جٌالػر‬ ‫٠ٓطّطغ‬ ْ‫أ‬ ًّ‫جٌّطكط‬ ِٓ‫ػٕىِح‬ ‫ِػال‬ ً‫ل‬
ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫قٓد‬ .‫جٌٍؼرس‬ ِٓ ‫ٚجقىز‬ ‫ٍِقٍس‬ ْٛ‫٠ٍؼر‬[1]‫ِطؼس‬ ٌ‫ِؼ١ح‬ ْٛ‫٠ى‬ ‫ِح‬ ‫غحٌرح‬ ٗٔ‫فا‬
‫جٌٍؼد‬fun‫ٌألقىجظ‬ ‫ِؼمى‬ ًٍٓٓ‫ذط‬ ْٛ‫ٚ٠ى‬ ‫وػ١ٍز‬ ًِ‫ذؼٛج‬ ٍ‫ِطأغ‬complex chains of events
‫جٌٍؼد‬ ‫ِ١ُجش‬ ٓ١‫ذ‬ ‫جٌؼاللس‬ ‫ٚؾٛو‬ ُ‫ضىػ‬ ‫ذٕظٍ٠س‬ ًٛ‫ٚ٠ط‬gameplay features‫ٚجالْطّطحع‬
enjoyment.
4.4.ُ‫انرذذ‬Challenge
‫ِ١ُجش‬ ‫ػىز‬ ‫ٕ٘حن‬features،‫جألػىجء‬ ِٓ ٍ١‫ور‬ ‫ػىو‬ ‫وٛؾى‬ .ٞ‫جٌطكى‬ ‫ِغ‬ ٍ١‫ٚور‬ ‫ٚغ١ك‬ ً‫ذٗى‬ ١‫ضٍضر‬
ٍٝ‫ػ‬ ‫جٌٛجقىز‬ ‫جٌٍّقٍس‬ ٟ‫ف‬ ‫جٌىٌٚع‬ ٚ‫أ‬ ‫جٌطحلس‬ ‫َ٠حوز‬ ‫وحتٕحش‬ ‫ػىو‬ ٍ‫٠إغ‬ ‫وّح‬ ،‫جألػىجء‬ ‫٘إالء‬ ‫ٚلٛز‬
.‫ف١ٙح‬ ٞ‫جٌطكى‬ ٜٛ‫ِٓط‬
4.4.‫اإلدثاط‬Frustration
‫غح‬ ْٛ‫ٚضى‬ٍٝ‫ػ‬ ‫جػطّحوج‬ َ‫ػح‬ ً‫ذٗى‬ ‫جألٌؼحخ‬ ٟ‫ف‬ ‫ٌرح‬[1]‫أغٕحء‬ ٌٍ‫ِطى‬ ً‫ذٗى‬ ‫٠مف‬ ‫جٌالػد‬ ْ‫أ‬ ً‫ذٗى‬
‫ذحٌٍّقٍس‬ َٛ‫جٌف‬ َ‫ػى‬ ‫قحٌس‬ ٟ‫ف‬ ٚ‫أ‬ ،ٗ‫٠ٍ٠م‬ ٟ‫ف‬ ‫ِح‬ ‫ػمرس‬ َٚ‫ضؿح‬ ‫و١ف١س‬ ٟ‫ف‬ ٍ‫٠فى‬ ‫ػٕىِح‬ ‫ٚيٌه‬ ‫جٌٍؼد‬
‫ٌؼرس‬ ٌ‫ِىج‬ ٍٝ‫ػ‬ ‫جألػىجء‬ ِٓ ٞ‫أ‬ ً‫لط‬ َ‫ٚػى‬ ‫جٌٍّجش‬ ِٓ ٍ١‫ور‬ ‫ػىو‬ ‫جٌّٛش‬ ‫ِػال‬ ‫ؾٍجء‬ ‫ف١ٙح‬ ‫ٚجٌهٓحٌز‬
.‫وحٍِس‬
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35
4.4.‫انرخًْن‬ ‫لاتهْح‬Predictability
‫قٓد‬ ٍ‫جٌّٗحػ‬ ًٖ٘ ‫ضٛؾى‬[1]‫ٔٓرس‬ ‫ٚؾٛو‬ ٍٝ‫ػ‬ ‫٠ىي‬ ‫ٚيٌه‬ ،‫ذٕؿحـ‬ ‫ِح‬ ‫ٍِقٍس‬ ‫جٌالػد‬ ُُّ‫ُط‬٠ ‫ػٕىِح‬
‫نالي‬ ِٓ ‫ذؿّؼٙح‬ َ‫لح‬ ٟ‫جٌط‬ ٗ‫نرٍض‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫ذحٌٍّقٍس‬ َٛ‫ذحٌف‬ َ‫لح‬ ٛٙ‫ف‬ ،ٗ٠‫ٌى‬ ‫جٌهرٍز‬ ِٓ ‫ؾ١ىز‬
‫ِٕٙح‬ ‫جٌّٕحْرس‬ ‫جٌٍؼد‬ ‫ٚذطٍ٠مس‬ ‫غحٌرح‬ ‫ٌٍٍّقٍس‬ ٗ‫ِؼٍفط‬.َٛ‫جٌف‬ ‫ٌطكم١ك‬
4.4.‫ًانًهم‬ ‫انضجش‬Boredom
ٍٜ‫ذؼ‬ ٍ‫قف‬ ٍٝ‫ػ‬ ‫ٍِجٌج‬ ُ‫جٌمف‬ ‫وطٍد‬ ‫ػد‬ ّ‫ٌال‬ ‫أق١حٔح‬ ‫ؾىج‬ ‫ٍْٙس‬ َ‫ِٙح‬ ‫ٚؾٛو‬ ‫٘١ثس‬ ٟ‫ف‬ ٍ‫جٌٟؿ‬ ْٛ‫٠ى‬
ٟ‫ف‬ ‫جٌىٌجْس‬ ‫ذ١ٕص‬ .‫ؾىج‬ ٍ١‫ٚغ‬[1]ّٗٔ‫أ‬ٛ٠ٌ‫ِح‬ ‫ٌؼرس‬ ٟ‫ف‬Marioٟ‫نط‬ ‫ٍْٛن‬ ‫ٕ٘حن‬ ْ‫أ‬ ‫ِػال‬
.ٗ١‫ف‬ ُ‫ضطكى‬ ‫ٚجقىز‬ ‫ِٚ١ُز‬ ًٌٍّ‫ج‬ ٓ١‫ذ‬ ١‫٠ٍذ‬ ‫ٌٍّٕٛيؼ‬
4.4.‫ع‬َ‫ض‬َ‫انج‬Anxiety
‫قٓد‬[1]‫ؾّ١غ‬ ْ‫فا‬‫جٌّٓحش‬ََُ‫جٌؿ‬ ‫ِغ‬ ‫ِطٍجذطس‬ ْٛ‫ضى‬ ٟ‫جٌط‬‫لحذٍ١س‬ ‫ِغ‬ ‫ِطٍجذطس‬ َ‫ح‬‫غحٌر‬ ْٛ‫ضى‬ ‫ع‬
ٓ١ّ‫جٌطه‬Predictability‫جٌالػد‬ ْ‫ذأ‬ ٟٕ‫ضؼ‬ ٟ‫ٚجٌط‬ ،‫ِؼىْٛس‬ ْٛ‫ضى‬ ‫جٌؼاللحش‬ ُ١‫ل‬ ‫غحٌرح‬ ٓ‫ٌٚى‬ ،
.ٓ١ّ‫ٌٍطه‬ ‫لحذٍ١س‬ ً‫أل‬ ‫جٌٍّقٍس‬ ‫وحٔص‬ ‫وٍّح‬ ‫ؾُػح‬ ٍ‫أوػ‬ ْٛ‫٠ى‬ ‫غحٌرح‬
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38
‫انفصم‬‫انخايظ‬
‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬
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39
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40
4.‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬
4.4.‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬
‫ٍٖـ‬ ُ‫ْ١ط‬ .ٓ١‫ٍِقٍط‬ ‫أٚي‬ ١‫فم‬ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫٠ّٕٙح‬ ،‫جٌطحٌ١س‬ ‫جألٌذؼس‬ ‫جٌّهططحش‬ ِٓ َ‫جٌٕظح‬ ‫٠طأٌف‬
.‫القمح‬ ً١ٛ‫ذحٌطف‬ ‫ٍِقٍس‬ ً‫و‬
‫ط‬
ٍٝ‫ػ‬ ‫ذحالػطّحو‬ ً‫جٌٍّجق‬ ‫ضٌٛ١ى‬ ِٓ ٌٝٚ‫جأل‬ ‫جٌٍّقٍس‬ ‫ضطأٌف‬‫جٌّٓحش‬‫جٌّطكىّس‬Controllable
featuresِٕٗ ‫ٚ٠طٍد‬ ‫ٌالػد‬ ْ‫ٌؼرطح‬ َ‫ضمى‬ ‫ق١ع‬ ‫جٌّؼط١حش‬ ‫ؾّغ‬ ‫ٍِقٍس‬ ٟ٘ ‫جٌطحٔ١س‬ ‫جٌٍّقٍس‬ ْٛ‫ضى‬ .
Phase-3: Preference Modelling Phase-4: Adaptive Modeler
Controllable
features
Gameplay
features
Prediction
of
player’s
emotion
Enforced
Controllable
features
Gameplay
features
Exhaus
tive
Prediction
of
player’s
emotion
Phase-1: Levels Generation
Level
Generator
Phase-2: Data Collection
Levels
A
B
Gameplay
Features
Visual
BehaviourIn-game
Events
Questionnaire
4-AFS
Level
Rating
Controllable
Features
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ٟ‫ف‬ ٗ٠‫ٌأ‬ ْ‫ٚذ١ح‬ ‫جٌػالظ‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌٕٛجـ‬ ِٓ ًٟ‫أف‬ ‫أ٠ّٙح‬ ْ‫ذ١ح‬‫جٌػحٌػس‬ ‫جٌٍّقٍس‬ .‫قىج‬ ٍٝ‫ػ‬ ‫ٍِقٍس‬ ً‫و‬
٘‫نٛج‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌالػد‬ ِٓ ‫جٌّٓطٍؾؼس‬ ‫جٌٗؼٌٛ٠س‬ ‫ذحٌٕٛجـ‬ ‫٠طٕرأ‬ ‫ّٔٛيؼ‬ ‫ٌرٕحء‬ ٟ٘ ‫ٚجٌٍجذؼس‬
ٌٗ ‫جٌٍؼد‬Gameplay features‫ذكػ١س‬ ‫وٌجْس‬ ٟ‫ف‬ ٓ١‫جٌّٕٛيؾ‬ ٓ٠ً٘ ٓ‫ػ‬ ‫جٌُّ٠ى‬ ‫لٍجءز‬ ٓ‫٠ّى‬ .
.‫ٌٕح‬ ٍٜ‫أن‬
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44
‫انفصم‬‫انغادط‬
‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬
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45
4.ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬ ‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬
4.4.‫انرطٌسّح‬ ‫انؼصثٌنْح‬ ‫طشّك‬ ‫ػن‬ ‫انرفضْم‬ ‫ذؼهى‬Neuro-evolutionary
Preference Learning through Player Modeling
ً‫ف‬ ‫المقترحة‬ ‫للطرٌقة‬ ‫الرئٌسٌة‬ ‫المكونات‬ ‫السابق‬ ‫الشكل‬ ‫ٌوضح‬[1].‫الالعب‬ ‫من‬ ‫التفضٌل‬ ‫لتعلم‬
‫القسم‬ ً‫ف‬ ‫تظهر‬ ‫التفضٌل‬ ‫تعلم‬ ‫عملٌة‬ ‫بٌنما‬ ،‫الالعب‬ ‫نمذجة‬ ‫زٌادة‬ ‫ٌوضح‬ ‫الشكل‬ ‫من‬ ‫األعلى‬ ‫القسم‬
‫من‬ ‫مجموعة‬ ‫استخراج‬ ‫ٌتم‬ ،‫المقاربة‬ ‫هذه‬ ً‫ف‬ .‫األسفل‬‫السمات‬(features‫من‬ ‫مجموعة‬ ‫من‬ )
( ‫اللعب‬ ‫مٌزات‬ ً‫ه‬ ً‫والت‬ ‫لالعبٌن‬ ‫المسجلة‬ ‫اللعبة‬ ‫بٌانات‬gameplay features‫معالجة‬ ‫وٌتم‬ )
‫هذه‬‫السمات‬( ‫مٌزات‬ ‫اختٌار‬ ‫خوارزمٌة‬ ‫طرٌق‬ ‫عن‬feature selection algorithm‫الختٌار‬ )
‫مجموعة‬‫السمات‬ً‫التفضٌل‬ ‫النموذج‬ ‫تطبٌق‬ ‫عند‬ ‫أداء‬ ‫أعلى‬ ً‫تعط‬ ً‫الت‬ ‫مالئمة‬ ‫األكثر‬
(preference model‫من‬ ‫المجموعة‬ ‫هذه‬ ‫بٌن‬ ‫ٌقابل‬ ‫أن‬ ‫ٌتعلم‬ ً‫التفضٌل‬ ‫النموذج‬ ‫أن‬ ‫حٌث‬ ،)
‫ا‬‫لسمات‬.‫اللعبة‬ ً‫العب‬ ‫من‬ ‫عنها‬ ‫اإلخبار‬ ‫ٌتم‬ ً‫الت‬ ‫التفضٌل‬ ‫وبٌانات‬
ً‫ف‬ ‫المقترح‬ ‫الموسع‬ ‫النموذج‬ ً‫ف‬[1]‫نموذج‬ ‫إلنشاء‬ ‫اللعب‬ ‫مٌزات‬ ‫من‬ ‫أخرى‬ ‫مجموعة‬ ‫اختٌار‬ ‫ٌتم‬
‫متنبئ‬ ‫التوسعة‬ ‫هذه‬ ‫إنشاء‬ ‫ٌؤمن‬ ،‫الالعب‬ ‫بتصنٌفات‬ ً‫التفضٌل‬ ‫النموذج‬ ‫ٌغذي‬ ‫والذي‬ ‫لالعب‬
( ‫للتفضٌل‬preference predictor).‫اسلوبه‬ ‫أو‬ ‫الالعب‬ ‫سلوك‬ ‫عن‬ ‫صرٌح‬ ‫مؤشر‬ ‫مع‬
‫الدراسة‬ ‫هذه‬ ً‫ف‬[1]( ‫المنبثقة‬ ً‫الذات‬ ‫التنظٌم‬ ‫خرائط‬ ‫استخدام‬ ‫تم‬Emergent self-organizing
maps‫أو‬ )ESOM‫كدراسة‬ ‫وسنضعها‬ ‫هنا‬ ‫نستخدمها‬ ‫لن‬ ً‫والت‬ ‫الالعبٌن‬ ‫لنمذجة‬ ‫كاختصار‬
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46
.‫الالعب‬ ‫تفضٌالت‬ ‫لتعلم‬ ‫التطورٌة‬ ‫العصبونٌة‬ ‫و‬ ،‫مستقبلٌة‬‫نمو‬‫الدراسة‬ ً‫ف‬ ً‫النهائ‬ ‫التفضٌل‬ ‫ذج‬
( ‫خطٌة‬ ‫غٌر‬ ‫واحدة‬ ‫بٌرسٌبترون‬ ‫طبقة‬ ‫هو‬ ‫الطور‬ ‫ثنائٌة‬ ‫المقاربة‬ ‫انتهاء‬ ‫بعد‬ ‫السابقة‬Non-linear
SLP‫المعطى‬ ‫الالعب‬ ‫ونمط‬ ‫ُختارة‬‫م‬ ‫لعاب‬ ‫مٌزات‬ ‫مجموعة‬ ‫من‬ ‫علٌها‬ ‫تدربت‬ ‫تفضٌالت‬ ‫تتوقع‬ )
‫بواسطة‬ESOM‫ال‬ ‫لتصنٌف‬ ‫اللعب‬ ‫مٌزات‬ ‫من‬ ‫أخرى‬ ‫مجموعة‬ ‫تستخدم‬ ً‫الت‬.‫العبٌن‬‫اختٌار‬ ‫تم‬
‫أجل‬ ‫من‬ ‫مناسبة‬ ‫إحصائٌة‬ ‫مٌزات‬SLP‫و‬ESOM( ً‫األمام‬ ً‫التسلسل‬ ‫االختٌار‬ ‫طرٌق‬ ‫عن‬SFS)
‫الختٌار‬ ‫كطرٌقة‬‫السمات‬.‫المأخوذ‬ ‫النموذج‬ ‫وسنذكر‬ ،‫درستنا‬ ‫عن‬ ‫السابق‬ ‫النموذج‬ ‫ٌختلف‬
.ً‫ٌل‬ ‫فٌما‬ ‫بالتفصٌل‬
4.4.‫انهؼثح‬ ‫نؼة‬ ‫تؼذ‬ ‫ؼادج‬ًُ‫ان‬ ‫انالػة‬ ‫خثشج‬Reported player’s
experience of playing the game
ِٓ ِ‫ٚضمح‬ْ‫جْطر١ح‬ ‫نالي‬ِٓ ‫ف‬ٌّ‫ِإ‬2ٌ‫ن١ح‬‫ٓأي‬ُ‫ض‬ )‫ّس‬٠ٍٓ‫(ل‬ ‫ِٓرمح‬ ‫وز‬ّ‫ى‬‫ِك‬ ‫ن١حٌش‬ ‫يجش‬ ‫جش‬
‫ػد‬ ّ‫ٌال‬‫ذؼى‬‫أ‬‫أَٚجؼ‬ ِٓ ٓ١ٕ‫جغ‬ ‫ٌؼد‬ ْ( ‫جٌٍؼرس‬Game Pairٓ‫٠ّى‬ ٟ‫جٌط‬ ‫ذحٌّّ١ُجش‬ ٓ١‫(ِهطٍفط‬ )
‫جٌٍؼرس‬ ٟ‫ف‬ ‫ذٙح‬ ُ‫جٌطكى‬Controllable featuresٗ٠‫ٌأ‬ ‫إلػطحء‬ ‫ٚيٌه‬ )ٗ‫ذٍؼر‬ َ‫لح‬ ًٌٞ‫ج‬ ‫جٌٍؼد‬ ‫ذُٚؼ‬
.ُّ١‫جٌّم‬ ‫جٌرٍٚضىٛوٛي‬ ‫ٍٖـ‬ ُ‫ْٚ١ط‬ .‫جٌٍؼرس‬ ‫ٌؼد‬ ‫ػٕىِح‬ ٗ‫آضط‬ ‫لى‬ ٟ‫جٌط‬ ٍ‫جٌّٗحػ‬ ٍٝ‫ػ‬ ‫جػطّحوج‬
4.4.ِ‫انرجشّث‬ ‫ًانثشًذٌكٌل‬ ‫ؼادج‬ًُ‫ان‬ ‫انالػة‬ ‫خثشج‬Reported player
experience and experimental protocol
ٟ‫ف‬ ‫جٌّمطٍقس‬ ‫جٌطؿٍ٠ر١س‬ ّ‫ٔف‬ ً‫ذأن‬ ‫لّٕح‬[17]‫قٓد‬[1]‫ٚج‬ٓ١‫َٚؾ‬ ‫جٌالػد‬ ‫٠ٍؼد‬ ْ‫أ‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٟ‫ٌط‬
‫جٌٍؼرس‬ ‫أَٚجؼ‬ ِٓ‫ضرؼح‬ ‫ٚيٌه‬ ‫ِكىوز‬ ‫ن١حٌجش‬ ‫يجش‬ ‫أْثٍس‬ ‫أٌذغ‬ ٓ‫ػ‬ ‫ذحإلؾحذس‬ ‫جٌالػد‬ َٛ‫٠م‬ ‫ٚذؼى٘ح‬
( ‫نحٞٙح‬ ٟ‫جٌط‬ ٍ‫ٌٍّٗحػ‬Emotional Preference‫ذرٍضٛوٛي‬ ٌّّٝٓ‫ٚج‬ )‫َّدج‬‫ذ‬‫ذ‬ُ‫ي‬ ‫ذثادّم‬ ‫أستغ‬
‫انخْاساخ‬(4-alternative forced choice (4-AFS)ًٌٞ‫ٚج‬ )8ً‫جٌٗى‬ ٍٝ‫ػ‬ ٗ‫ن١حٌجض‬ ْٛ‫ضى‬
‫اللعبة‬A[B]‫أكثر‬ ‫كانت‬E‫اللعبة‬ ‫من‬B[A]‫بالعكس‬ ‫(أو‬ .-‫محددٌن‬ ‫لخٌارٌن‬ ‫تبدٌلٌن‬
)ً‫ا‬‫حصر‬
‫كانتا‬ ‫اللعبتٌن‬ ‫كلتا‬E.
‫غٌر‬ ‫كانتا‬ ‫اللعبتٌن‬ ‫كلتا‬E.
‫ق١ع‬E‫ٚؾىجٔ١س‬ ‫قحٌس‬ ٟ٘(Emotion)ٚ ‫جٌطكم١ك‬ ‫ضكص‬‫ض‬ ‫ل١ّح‬ ً‫ضأن‬ٍٝ‫ػ‬ ٞٛ‫كط‬ً‫جٌطىجن‬
( "‫"جالٔىِحؾ١س‬Engagement)ّ‫ى‬‫ٚضك‬ ،‫٠ح‬(Challenge)،( ٠‫ٚئقرح‬Frustration‫وٌجْطٕح‬ ٟ‫ف‬ )
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47
.ًٖ٘ٚ‫جٌى‬ ًٖ٘ ٌ‫جنط١ح‬ ‫٠ٓطٕى‬‫ج‬‫ي‬‫جٌػالظ‬‫ٌؼد‬ ‫ٍٚس‬ ٜ‫ِى‬ ‫قٛي‬‫ذ‬ ‫جٌالػد‬‫ػٕىِح‬ ‫ٖٚؼر١طٙح‬ ‫ٍؼرس‬‫٠طؼٍك‬
ٍِ‫جأل‬‫ذ‬‫ىٌجْحش‬ٟ‫ف‬ ٖ‫ئؾٍجؤ‬ ُ‫ض‬ ‫وّح‬ ‫جألٌؼحخ‬ ٙ‫ضه‬[11].
4.4.‫نؼة‬ ‫صًض‬Game Pair
ٓ١‫ٌؼر١ط‬ ‫جٌالػد‬ ‫٠ٍؼد‬ ْ‫ذأ‬ ‫ذٙح‬ ‫لّٕح‬ ٟ‫جٌط‬ ‫جٌٍؼد‬ ‫ػٍّ١س‬ ١ّٔ ‫٠طأٌف‬A،B‫ذاػطحء‬ َٛ‫٠م‬ ُ‫غ‬ ِٓٚ
reporting.‫ٌٍؼرس‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫نحٞٙح‬ ٟ‫جٌط‬ ٍ‫ٌٍّٗحػ‬
‫ِ١ُجش‬ ‫ٖؼحع‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ً‫جٌٍّجق‬ ‫ضٌٛ١ى‬ ٟ‫ف‬ ‫ٌأ٠ٕح‬ ‫وّح‬ ‫ٍِقٍس‬ ً‫و‬ ،ٓ١‫ٍِقٍط‬ ‫ذطٌٛ١ى‬ َٛ‫ٔم‬
feature vector‫جْطٕحو‬ ‫ٍِقٍس‬ ‫ذرٕحء‬ َٛ‫٠م‬ ًٌٞ‫ٚج‬ُ١‫ل‬ ٌٝ‫ئ‬ ‫ج‬‫جٌّٓحش‬.ٍٗ‫ذىجن‬ ‫جٌّٛجفمس‬
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‫انغاتغ‬ ‫انفصم‬
‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى‬ ‫انغًاخ‬
Controllable and Gameplay Features
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7.‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى‬ ‫انغًاخ‬
7.4.‫أنٌاع‬‫انغًاخ‬
‫أي‬ ‫قبل‬‫نمذجة‬‫أن‬ ‫ٌمكن‬‫ت‬‫لجمع‬ ‫بحاجة‬ ‫نحن‬ ‫حدث‬‫بٌانات‬‫ال‬ ‫على‬ ‫تدرٌب‬‫نموذج‬‫إنشائه‬ ‫المراد‬‫على‬
.ً‫ٌل‬ ‫فٌما‬ ‫سنذكرها‬ ‫البٌانات‬ ‫من‬ ‫أنواع‬ ‫ثالثة‬
7.4.4.‫انغًاخ‬ِ‫انر‬‫انرذكى‬ ‫ًّكن‬‫تيا‬‫انهؼثح‬ ِ‫ف‬Controllable features of
the game
( ‫المعامالت‬ ً‫تعن‬ ً‫والت‬Parametersً‫الت‬ )‫مستوى‬ ‫تولٌد‬ ً‫ف‬ ‫تستخدم‬( ‫اللعبة‬ ‫من‬Level)،
‫وصعوبة‬ ‫نوع‬ ‫على‬ ‫تؤثر‬ ً‫والت‬‫ضمن‬ ‫الممكنة‬ ‫التبادٌل‬ ‫جمٌع‬ ‫ومقارنة‬ ‫إٌجاد‬ ‫تم‬ ‫وقد‬ .‫المستوى‬
‫ال‬‫لعبة‬‫المراحل‬ ‫تولٌد‬ ‫عند‬ ً‫ا‬‫سابق‬ ‫رحت‬ُ‫ش‬‫و‬ ‫األساس‬ ‫هذا‬ ‫على‬ ‫المراحل‬ ‫وتولٌد‬.
ً‫األمام‬ ً‫التسلسل‬ ‫االختٌار‬SFS‫إلى‬ ‫األسفل‬ ‫من‬ ‫تعمل‬ ‫إجرائٌة‬ ‫عن‬ ‫عبارة‬ ‫هو‬ ً‫ا‬‫الحق‬ ‫سنرى‬ ‫كما‬
( ‫األعلى‬buttom-up‫واحدة‬ ‫مٌزة‬ ‫إضافة‬ ‫ٌتم‬ ‫حٌث‬ )‫مجموعة‬ ‫إلى‬ ‫مرة‬ ‫كل‬ ً‫ف‬‫السمات‬.‫الحالٌة‬
‫من‬ ‫اختٌارها‬ ‫ٌتم‬ ‫المجموعة‬ ‫إلى‬ ‫تضاف‬ ً‫الت‬ ‫المٌزة‬‫من‬ ‫الجزئٌة‬ ‫المجموعة‬‫السمات‬ً‫الت‬ ‫المتبقٌة‬
‫من‬ ‫الجدٌدة‬ ‫المجموعة‬ ‫تولد‬ ‫بحٌث‬ ‫اختٌارها‬ ‫ٌتم‬ ‫لم‬‫السمات‬‫جمٌع‬ ‫بٌن‬ ‫من‬ ‫أداء‬ ‫تابع‬ ‫أعلى‬‫السمات‬
ً‫ف‬ ‫األداء‬ ‫تابع‬ .‫لإلضافة‬ ‫المرشحة‬SFS.‫اختبارهما‬ ‫تم‬ ‫اللتٌن‬ ‫اآللٌتٌن‬ ‫أجل‬ ‫من‬ ‫ٌتفاوت‬
[ ً‫ف‬ ‫تم‬1ً‫ف‬ ‫والطبوغرافٌة‬ ‫التكمٌمٌة‬ ‫األخطاء‬ ‫استخدام‬ ]ESOM‫مجموعة‬ ‫جودة‬ ‫مدى‬ ‫لتحدٌد‬
‫السمات‬( ً‫التصالب‬ ‫التأكد‬ ‫أداء‬ ‫متوسط‬ ‫أخذ‬ ‫تم‬ ‫بٌنما‬ ،‫المقترحة‬cross validation‫أجل‬ ‫من‬ )
‫أداء‬ ‫لقٌاس‬ ‫كأداة‬ ‫البٌانات‬ ‫من‬ ‫المرئٌة‬ ‫غٌر‬ ‫الطٌات‬SLP.‫دراستنا‬ ً‫ف‬
‫اختٌار‬ ‫مرحلة‬‫السمات‬‫من‬ )‫مالئمة‬ ‫(األكثر‬ ‫األقل‬ ‫العدد‬ ‫إلٌجاد‬ ‫جوهرٌة‬ ‫مرحلة‬ ً‫ه‬‫السمات‬
‫كفاٌة‬ ‫صغٌر‬ ‫النموذج‬ ‫حجم‬ ‫على‬ ً‫نبق‬ ‫أن‬ ‫نرٌد‬ ‫حٌث‬ ‫التفضٌل‬ ‫لنموذج‬ ‫توقع‬ ‫أعلى‬ ً‫تعط‬ ً‫والت‬
( ً‫الحقٌق‬ ‫الزمن‬ ً‫ف‬ ‫فعال‬ ‫لٌكون‬real time.)‫أقل‬ ‫على‬ ‫ٌحوي‬ ‫النموذج‬ ‫على‬ ً‫نبق‬ ‫أن‬ ‫نرٌد‬
‫مستقبلٌة‬ ‫بتحقٌقات‬ ‫الخوض‬ ً‫ف‬ ً‫ا‬‫مفٌد‬ ‫ولٌكون‬ ‫للتحلٌل‬ ‫أسهل‬ ‫ٌكون‬ ً‫لك‬ ‫اإلمكان‬ ‫قدر‬ ‫مٌزات‬
.‫الالعب‬ ‫إلى‬ ‫تحتاج‬ ً‫الت‬ ‫العب‬ ‫تجربة‬ ‫طرٌق‬ ‫عن‬ ‫اللعبة‬ ‫تصمم‬ ‫تكٌفٌة‬ ً‫حقٌق‬ ‫زمن‬ ‫آللٌات‬
‫العصبونٌة‬ ً‫ف‬ ‫التعلم‬ ‫جودة‬ ‫من‬ ‫ّن‬‫س‬‫ُح‬ٌ ‫ضروري‬ ‫الغٌر‬ ‫الدخل‬ ‫استبعاد‬ ‫أن‬ ‫على‬ ‫دالئل‬ ‫ٌوجد‬ ‫أٌضا‬
[ ‫التطورٌة‬1]‫اختٌار‬ ‫استخدام‬ ‫ٌتم‬ ‫لذلك‬‫السمات‬‫مجموعة‬ ‫إلٌجاد‬‫السمات‬ً‫تعط‬ ً‫الت‬ ‫الجزئٌة‬
‫تراكٌب‬ ‫جمٌع‬ ‫على‬ ً‫المضن‬ ‫والبحث‬ ً‫الحساب‬ ‫الجهد‬ ‫من‬ ‫وتحفظ‬ ‫دقة‬ ‫األعلى‬ ‫النموذج‬‫السمات‬
.‫الممكنة‬
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‫الدراسة‬ ‫قامت‬[11]‫اختٌارات‬ ً‫ف‬ ‫بالبحث‬‫السمات‬‫للعبة‬Mario‫استخدام‬ ً‫ال‬‫مث‬ ‫تم‬ ‫حٌث‬ ‫بالتفصٌل‬
‫معٌنة‬ ‫صٌغة‬ ‫تكرار‬ ‫لدراسة‬ ‫خوارزمٌات‬Pattern‫ضمن‬ ‫المرحلة‬ ‫لطبولوجٌا‬‫السمات‬‫القابلة‬
‫هذه‬ ‫تنجح‬ .‫لعبه‬ ‫أثناء‬ ‫الشخص‬ ‫بها‬ ‫ٌشعر‬ ً‫الت‬ ‫بالمشاعر‬ ‫اربتاطها‬ ‫مدى‬ ‫ومعرفة‬ ‫للتحكم‬
‫كانت‬ ‫المدروسة‬ ‫اللعبة‬ ‫ألن‬ ‫المذكورة‬ ‫الدراسة‬ ً‫ف‬ ‫الخوارزمٌة‬Mario‫ث‬ ‫وكانت‬‫البعد‬ ‫نائٌة‬2D.
‫البعد‬ ً‫الثالث‬ ‫الفضاء‬ ً‫ف‬ ‫أما‬3D‫ٌكون‬ ‫لن‬ ‫ما‬ ‫مرحلة‬ ‫لطبولوجٌا‬ ‫معٌنة‬ ‫صٌغة‬ ‫تكرار‬ ‫فدراسة‬
.‫البعد‬ ‫ثالثٌة‬ ‫البٌئة‬ ‫ضمن‬ ‫كثٌرة‬ ‫أخرى‬ ‫عوامل‬ ‫لدخول‬ ‫فائدة‬ ‫بذات‬
ًٖ٘‫جٌّٓحش‬َٛ‫ٚٔم‬ ،‫ذٙح‬ ُّ‫ى‬‫ٔطك‬ ٟ‫جٌط‬ ٟ٘-‫٠ٍ٠مٙح‬ ٓ‫ػ‬-ًٖ٘ َٛ‫ضم‬ ‫ق١ع‬ .ً‫جٌٍّجق‬ ‫ذرٕحء‬‫جٌّٓحش‬
.ٍٜ‫جألن‬ ٓ‫ػ‬ ‫جٌٍّقٍس‬ ُّ١ّ‫ٚض‬ ‫جٌٍّقٍس‬ ‫ذطٛٚ١ف‬ًٖ٘ ٌ‫جنط١ح‬ ْ‫ئ‬‫جٌّٓحش‬ٟ‫ف‬ ‫ور١ٍج‬ ‫وٌٚج‬ ‫٠ٍؼد‬
ٓ‫ػ‬ ‫ِهطٍفس‬ ‫ِح‬ ‫ٍِقٍس‬ ً‫٠ؿؼ‬ ‫ِح‬ ‫ِؼٍفس‬ ‫٠ؿد‬ ‫ًٌج‬ ،‫ٌالػد‬ ‫ِالتّس‬ ً‫ٍِجق‬ ‫ذرٕحء‬ ‫ك‬ٍّ‫ضطؼ‬ ‫القمس‬ ً‫ٍِجق‬
ٓ١‫جٌالػر‬ ِٓ ‫ػىو‬ ‫جْطٗحٌز‬ ‫٠ؿد‬ ‫جٌه١حٌجش‬ ِٓ ‫ٔٛع‬ ‫ذٙىًج‬ َ‫ٌٍم١ح‬ .‫جألٌؼحخ‬ ِٓ ‫ٔٛع‬ ‫٘ىًج‬ ٟ‫ف‬ ٍٜ‫أن‬
.‫جألٌؼحخ‬ ِٓ ‫ٔٛع‬ ‫٘ىًج‬ ٟ‫ف‬ )‫جٌهرٍز‬ ٞٚ‫(ي‬ ٓ١‫جٌّكطٍف‬
‫جٌـ‬ ‫نٛجٌَِ١س‬ ٍٗ‫ضٓطمر‬ ًٌٞ‫ج‬ )‫(جٌّؼحِالش‬ ً‫ن‬ّ‫ى‬ٌ‫ج‬PCG‫ذ‬ ّٝٓ٠‫حٌّٓحش‬‫ذٙح‬ ُّ‫ى‬‫َك‬‫ط‬ٌُّ‫ج‬ ٚ‫أ‬ ‫جٌّطكىّس‬
(Controllable Features.‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ً‫ٖى‬ ‫جٌّؼحِالش‬ ًٖ٘ ‫ّف‬ٚٛ‫ٚض‬ )‫ج‬ ُ‫ض‬ ‫لى‬ ‫ٕ٘ح‬ٌ‫نط١ح‬
ٟ‫ف‬ ‫ْٕٛٞكٙح‬ ‫ؾىج‬ ٌِٚ‫ِى‬ ً‫ذٗى‬ ‫جٌّؼحِالش‬8ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬
‫انصفح‬‫تيا‬ ‫انًرذكى‬‫انششح‬
1Gaps count)‫ٌطؿحَٚ٘ح‬ ُ‫جٌمف‬ ‫٠ؿد‬ ٟ‫(جٌط‬ ‫جٌفٍجغحش‬ ‫ػىو‬
1Gap width)‫ٌطؿحَٚ٘ح‬ ُ‫جٌمف‬ ‫٠ؿد‬ ٟ‫(جٌط‬ ‫جٌفٍجغحش‬ ٍٜ‫ػ‬
1Enemies count‫جألػىجء‬ ‫ػىو‬
4Enemies placement (gaps،
boxes،random)
‫قٛي‬ ،‫جٌفٍجغحش‬ ‫(قٛي‬ ‫جألػىجء‬ ‫ضّٛٞغ‬
)‫ػٗٛجت١ح‬ ،‫جٌٕٛحو٠ك‬
3Powerups countٛ٠ٌ‫ٌّح‬ ٍ١‫جٌطىر‬ ‫ٕٚحو٠ك‬ ‫ػىو‬
3Boxes count‫جٌٕٛحو٠ك‬ ‫ػىو‬
7.4.4.‫انهؼة‬ ‫خصائص‬‫انهؼثح‬ ‫ضًن‬Gameplay characteristics
‫ٌمكن‬ ‫كٌفٌة‬ ‫وشرح‬ ‫دراسة‬ ‫لمارٌو‬ ‫سابقة‬ ‫دراسة‬ ً‫ف‬ ‫تم‬‫أن‬ ‫لالعب‬‫ٌلعب‬‫ال‬‫لعبة‬ً‫ه‬ ‫وما‬
‫السمات‬.‫الالعب‬ ‫سلوك‬ ‫لدراسة‬ ‫نموذج‬ ‫وضع‬ ً‫ف‬ ‫أهمٌة‬ ‫األكثر‬‫هذه‬‫التحكم‬ ‫ٌمكن‬ ‫ال‬ ‫الخصائص‬
‫و‬ ‫ذاته‬ ‫بحد‬ ‫لعبه‬ ‫طرٌقة‬ ‫من‬ ‫تنتج‬ ‫أنها‬ ‫عدا‬ ‫لالعب‬ ً‫ا‬‫تبع‬ ‫تختلف‬ ‫ألنها‬ ‫وذلك‬ ،‫بها‬‫على‬ ‫فقط‬ ‫تعتمد‬
‫مهار‬‫ته‬‫وأسلوب‬،‫مباشر‬ ‫بشكل‬ ‫أو‬ ً‫ا‬ٌّ‫نهائ‬ ‫فٌها‬ ‫ُتحكم‬ٌ ‫أن‬ ‫ٌمكن‬ ‫ال‬ ‫أنه‬ ً‫ٌعن‬ ‫ال‬ ‫ذلك‬ ‫ولكن‬ ،‫لعبه‬
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‫ٌم‬ ‫وإنما‬‫مالمح‬ ‫تغٌٌر‬ ‫طرٌق‬ ‫عن‬ ‫مباشر‬ ‫غٌر‬ ‫بشكل‬ ‫بها‬ ‫التحكم‬ ‫كن‬‫مستوى‬ ً‫ف‬ ‫اللعبة‬‫من‬ ‫معٌن‬
‫ال‬‫لعب‬‫لتلك‬ ‫الرجوع‬ ‫ٌمكن‬ .‫ة‬‫السمات‬‫ٌتم‬ ‫لم‬ ‫جدٌدة‬ ‫صفات‬ ‫وضع‬ ‫هنا‬ ‫ٌهمنا‬ .‫سابقة‬ ‫دراسات‬ ً‫ف‬
‫وسلوك‬ ‫الظاهرٌة‬ ‫التعابٌر‬ ‫دراسة‬ ً‫وه‬ ‫قبل‬ ‫من‬ ‫سابقة‬ ‫دراسة‬ ‫أي‬ ً‫ف‬ ‫االعتبار‬ ‫بعٌن‬ ‫أخذها‬
‫ا‬ ‫لعبه‬ ‫عند‬ ً‫الحرك‬ ‫الشخص‬.‫للعبة‬:ً‫ٌل‬ ‫فٌما‬ ‫نذكرها‬
‫انصفح‬‫انششح‬
1.Face x position AVGٗ‫جٌٛؾ‬ ‫ِٛلغ‬ ١ْٛ‫ِط‬‫جٌـ‬ ٌٛ‫ِك‬ ٍٝ‫ػ‬x
2.Face y position AVGٗ‫جٌٛؾ‬ ‫ِٛلغ‬ ١ْٛ‫ِط‬‫جٌـ‬ ٌٛ‫ِك‬ ٍٝ‫ػ‬y
3.Left eye closed % AVG١ْٛ‫ِط‬ٓ١‫جٌؼ‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫جٌٕٓرس‬
ٍٜٓ١ٌ‫ج‬
4.Right eye closed % AVG١ْٛ‫ِط‬‫جٌٕٓرس‬ٓ١‫جٌؼ‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬
ّٕٝ١ٌ‫ج‬
5.Mouth open % AVG١ْٛ‫ِط‬ُ‫جٌف‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫جٌٕٓرس‬
6.Happy % AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫ْؼحوز‬ ٌ‫ِمىج‬
7.Sad% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ُْ‫ق‬ ٌ‫ِمىج‬
8.Angry% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫غٟد‬ ٌ‫ِمىج‬
9.Surprised% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫ضفحؾإ‬ ٌ‫ِمىج‬
10.Face x position STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌٗ‫جٌٛؾ‬ ‫ّٛلغ‬ٌٛ‫ِك‬ ٍٝ‫ػ‬
‫جٌـ‬x
11.Face y position STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌٗ‫جٌٛؾ‬ ‫ّٛلغ‬ٍٝ‫ػ‬
‫جٌـ‬ ٌٛ‫ِك‬y
12.Left eye closed % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬
ٍٜٓ١ٌ‫ج‬ ٓ١‫جٌؼ‬ ‫فطف‬
13.Right eye closed % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬‫ٌىٌؾس‬
ّٕٝ١ٌ‫ج‬ ٓ١‫جٌؼ‬ ‫فطف‬
14.Mouth open % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬
ُ‫جٌف‬ ‫فطف‬
15.Happy% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫ْؼحوز‬ ٌ‫ٌّمىج‬
16.Sad% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ُْ‫ق‬ ٌ‫ٌّمىج‬
17.Angry% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫غٟد‬ ٌ‫ٌّمىج‬
18.Surprised% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫ضفحؾإ‬ ٌ‫ٌّمىج‬
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55
ًٖ٘‫جٌّٓحش‬ٜٛ‫ِٓط‬ ٍٝ‫ػ‬ ٓ‫ٌٚى‬ ‫جٌٍؼرس‬ ًِ‫وح‬ ٍٝ‫ػ‬ ‫ؾّؼٙح‬ ُ‫ض‬ ‫لى‬3‫ٌٚٛز‬ ٌ‫ئ٠ح‬frame‫ٌٍػحٔ١س‬
ًٖ٘ ً‫٠أن‬ ٍ‫آن‬ ‫ّٔٛيؼ‬ ً١ٍ‫ل‬ ‫ذؼى‬ ‫ْٕٛٞف‬ .‫جٌٛجقىز‬‫جٌّٓحش‬‫أقىجظ‬ ‫قىٚش‬ ‫ػٕى‬ ١‫فم‬ ٌ‫جالػطرح‬ ٟ‫ف‬
‫جٌٍؼد‬ ‫ػٕى‬ ‫نحٚس‬Special Events‫ٍٔ٠ى‬ ‫ق١ع‬ ‫جألػىجء‬ ً‫لر‬ ِٓ ‫٠ٛحخ‬ ٚ‫أ‬ ٛ٠ٌ‫ِح‬ ‫٠ّٛش‬ ْ‫وأ‬
.‫ٚجٌٛؾٙ١س‬ ‫جٌكٍو١س‬ ٗ‫قحٌط‬ ٍٝ‫ػ‬ ‫ٚجٌطأغ١ٍجش‬ ‫جٌالػد‬ ٗ‫ٚؾ‬ ٍٝ‫ػ‬ ‫جٌطؼٍف‬ٍ‫آن‬ ‫ّٔٛيؼ‬ ‫أ٠ٟح‬ ‫٠ٛؾى‬
‫ٌٍكٛٛي‬ ‫قىج‬ ٍٝ‫ػ‬ ً‫و‬ ‫ػٍ١ٙح‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحالش‬ ‫وٌجْس‬ ُ‫٠ط‬ ً‫ٔٛجف‬ ٌٝ‫ئ‬ ‫جٌٍّقٍس‬ ُ١ٓ‫ضم‬ ٍٝ‫ػ‬ َٛ‫٠م‬
.ًٟ‫أف‬ ‫ضٛلغ‬ ‫ّٔٛيؼ‬ ٍٝ‫ػ‬
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‫انفصم‬‫انصاين‬
‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬ ‫تشيجْح‬SHORE
Sophisticated High-speed Object Recognition Engine
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58
3.‫تشيجْح‬‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬SHORE
3.1.‫يمذيح‬
‫ِىطرس‬ ‫ضؼى‬SHORE"‫ٍْٚ٠غ‬ ‫ول١ك‬ ً‫ذٗى‬ ٜ‫جألغٍج‬ ٍٝ‫ػ‬ ‫جٌطؼٍف‬ ‫"ِكٍن‬ ‫ٌـ‬ ٌ‫جنطٛح‬ ٟ٘ ٟ‫ٚجٌط‬
Sophisticated High-speed Object Recognition Engine‫جٌّىحضد‬ ًٟ‫أف‬ ِٓ
‫جٌّىطرس‬ ًٖ٘ ُ١ّ‫ضط‬ .ٍٜ‫آن‬ ‫ٚفحش‬ ‫ٚػىز‬ ٍ١‫ٚجٌطؼحذ‬ ‫جألٖىحي‬ ٍٝ‫ػ‬ ‫ٌٍطؼٍف‬ ٌُ‫جٌؼح‬ ٟ‫ف‬ ‫قحٌ١ح‬ ‫جٌّٛؾٛوز‬
‫ِهطٍف‬ ّٓٞٚ ‫أذؼحو‬ ‫ٚذؼىز‬ ‫ٚجقى‬ ‫ٚلص‬ ٟ‫ف‬ ‫أٖىحي‬ ‫ػىز‬ ٚ‫أ‬ ً‫ٖى‬ ‫ِٚؼحٌؿس‬ ‫جٌطؼٍف‬ ٍٝ‫ػ‬ ‫ذمىٌضٙح‬
ً١‫جٌطٕف‬ ‫ٚلص‬ ّٓٞٚ ‫ؾىج‬ ‫ٍْ٠غ‬ ً‫ذٗى‬ ‫جإلٞحءز‬ ‫ظٍٚف‬Runtime.ٓ‫ػ‬ ‫جٌُّ٠ى‬ ‫ِؼٍفس‬ ٓ‫٠ّى‬
8١‫جٌٍجذ‬ ‫نالي‬ ِٓ ‫جٌّىطرس‬
http://www.iis.fraunhofer.de/en/bf/bsy/produkte/shore.html
3.1.َ‫ػه‬ ‫انرجاسب‬SHORE
‫ٌّىطرس‬ ‫جٌّٛٞكس‬ ٌٌٛٛ‫ج‬ ٝ‫ذؼ‬ ٍٟ٠ ‫ف١ّح‬ ٍٜ‫ٔؼ‬SHORE.
o‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬
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o‫ًيالدمرو‬ ‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬
‫ِىطرس‬ ْ‫أ‬ ‫ٔالقع‬SHORE‫ِغ‬ ‫(ِمحٌٔس‬ .ً١‫جٌطٕف‬ ‫ٚلص‬ ٟ‫ف‬ ٗ‫ِٚالقمط‬ ‫جٌٛؾٙس‬ ‫ضكى٠ى‬ ‫ضٓطط١غ‬
).‫جٌّحٞ١س‬ ‫جٌٌٛٛز‬
o‫ًانشأط‬ ‫ًاألنف‬ ‫انؼْنْن‬ ‫أياكن‬ ‫ذذذّذ‬
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o‫انرنمْز‬ ‫ًلد‬ ِ‫ف‬ ‫أكصش‬ ً‫أ‬ ‫نشخص‬ ‫انشؼٌسّح‬ ‫انذانح‬ ‫ذذذّذ‬
‫ٚلص‬ ٟ‫ف‬ ‫أ٠ٟح‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحٌس‬ ‫ٚئػطحء‬ ٙ‫ٖه‬ ِٓ ٍ‫أوػ‬ ‫ِالقمس‬ ‫ضٓطط١غ‬ ‫جٌّىطرس‬ ْ‫أ‬ ‫ٔالقع‬
ً١‫جٌطٕف‬.‫فٌٛج‬
o‫انشؼٌسّح‬ ‫انذاالخ‬ ‫ذذذّذ‬
‫ٚجّْس‬ ‫ٚفس‬ ِٓ ٍ‫أوػ‬ ‫ضكى٠ى‬ ِٓ ‫ٌٍّىطرس‬ ٓ‫٠ّى‬Feature( ‫جٌٗؼٌٛ٠س‬ ‫ٌٍكحالش‬Angry،Happy،
Sad،Surprised)
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o‫ًانفى‬ ‫انؼْن‬ ‫فرخ‬ ‫دسجح‬ ‫ذذذّذ‬
.ُ‫جٌف‬ ‫فطف‬ ‫وٌؾس‬ ‫ٚأ٠ٟح‬ ‫قىج‬ ٍٝ‫ػ‬ ً‫و‬ ٓ١ٕ١‫جٌؼ‬ ‫فطف‬ ‫وٌؾس‬ ‫ضكى٠ى‬ ِٓ ‫ٌٍّىطرس‬ ٓ‫٠ّى‬
o‫يخرهفح‬ ‫أتؼاد‬ ‫يؼانجح‬)ً‫ا‬‫أّض‬ ً‫ا‬‫جذ‬ ‫(انصغْشج‬ ‫نهٌجٌه‬
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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‫انفصم‬‫انراعغ‬
‫انثْاناخ‬ ‫جًغ‬Data Collection
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3.‫انثْاناخ‬ ‫جًغ‬Data Collection
3.1.‫يمذيح‬
‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫جٌّٓطهىِس‬ ‫جٌر١حٔحش‬ ‫ِؿّٛػس‬ٍٝ‫ػ‬ ‫ضّص‬ ‫ضؿحٌخ‬ ‫ذٛجْطس‬ ‫ضؿّ١ؼٙح‬ ُ‫ض‬16ٙ‫ٖه‬
‫ٌؼرس‬ ْٛ‫٠ٍؼر‬Mario.
‫جألٌؼحخ‬ ِٓ ‫َٚؼ‬ ‫جوطّحي‬ ً‫و‬ ‫ذؼى‬ٍٚ‫ٌ١ؼر‬ ٓ١‫جٌالػر‬ ‫ْإجي‬ ُ‫٠ط‬‫ج‬‫ذػالظ‬ ‫ٚيٌه‬ ‫جٌّفٍٟس‬ ُٙ‫ٌؼرط‬ ٓ‫ػ‬
ٞ‫جٌطكى‬ ٟ٘ ‫ِهطٍفس‬ ‫ٖؼٌٛ٠س‬ ‫قحالش‬challenge٠‫ٚجإلقرح‬frustration‫ٚجالٔىِحؾ١س‬
engagement‫٠ٍ٠ك‬ ٓ‫ػ‬ٌ‫جنط١ح‬ٌٞ‫ئؾرح‬ٚ‫أ‬ ٌٝٚ‫جأل‬ ‫جٌٍؼرس‬ ‫ئِح‬ ‫جٌالػد‬ ‫٠كىو‬ ‫ق١ع‬ ‫ن١حٌجش‬ ‫ذأٌذغ‬
ٓ١‫ٌٍؼرط‬ ٍٗ١ٟ‫ضف‬ ٓ‫ػ‬ ٍ‫٠ؼر‬ ٚ‫أ‬ ،‫جٌّفٍٟس‬ ٟ٘ ‫جٌػحٔ١س‬‫قحٌس‬ ً‫و‬ ً‫أؾ‬ ِٓ ‫ِّٕٙح‬ ٞ‫أل‬ ٍٗ١ٟ‫ضف‬ َ‫ػى‬ ٚ‫أ‬
.‫ٖؼٌٛ٠س‬
ٍٔ‫يو‬ ‫وّح‬ ُ‫ض‬ ًٖ٘ ‫وٌجْطٕح‬ ٟ‫ف‬ِٓ ‫ِؼط١حش‬ ‫ؾّغ‬ ‫ْحذمح‬ ‫ح‬16‫الػرح‬‫ٌؼد‬ ‫َٚؼ‬ ْٛ‫٠ٍؼر‬ِٓ ‫ٌؼرس‬ ً‫و‬
ٟ‫جٌط‬ ‫ٚجٌطفٟ١الش‬ ٍ‫جٌّٗحػ‬ ٓ‫ػ‬ ‫جٌالػد‬ ‫ْإجي‬ ‫جٌُٚؼ‬ ‫ٌؼد‬ ‫ذؼى‬ ُ‫٠ط‬ ،ْ‫ول١مطح‬ ‫ضٓطغٍق‬ ‫جٌُٚؼ‬ ‫ً٘ج‬
‫ج‬ ٟ٘ ٟ‫ٚجٌط‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحالش‬ ِٓ ‫جنطحٌ٘ح‬ٞ‫ٌطكى‬challenge‫ٚجالٔىِحؾ١س‬engagement
٠‫ٚجإلقرح‬frustration‫ن١حٌجش‬ ‫ذأٌذغ‬ ٌٞ‫ئؾرح‬ ٌ‫جنط١ح‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ضىٍّٕح‬ ‫ٚوّح‬‫٠ٍ٠ك‬ ٓ‫ػ‬
‫ذٍٚضٛوٛي‬4-AFS.‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضىٍّٕح‬ ًٌٞ‫ج‬
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67
‫انمًْح‬‫انذالنح‬
0A > Bٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓرس‬E
1B < Aٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓرس‬E
2‫وحٔطح‬ ٓ١‫جٌٍؼرط‬ ‫وٍطح‬E
3ٍ١‫غ‬ ‫وحٔطح‬ ٓ١‫جٌٍؼرط‬ ‫وٍطح‬E
‫جٌٛجقىز‬ ‫جٌٍؼرس‬ ٓ‫ػ‬ ‫أ٠ٟح‬ ٓ١‫جٌالػر‬ ‫ْإجي‬ ُ‫ض‬‫يجضٙح‬ ‫ذكى‬‫ٖؼٌٛ٠س‬ ‫ٌكحٌس‬ ‫ِطحذمس‬ ‫أٔٙح‬ ‫قحي‬ ٟ‫ف‬ ‫أ٠ٟح‬E
‫ال‬ َ‫أ‬.ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ‫قٓد‬
‫انمًْح‬‫انذالنح‬
0Extremely
1Fairly
2Moderately
3Slightly
4Not at all
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
68
3.1.‫اعرخشاض‬ ‫ػًهْح‬‫انغًاخ‬Features Extraction
‫جألقىجظ‬ ‫ٍِف‬ ٛ٘ ً‫جٌىن‬ ً‫٠ّػ‬ .‫جٌّؼط١حش‬ ‫جْطهٍجؼ‬ ‫ٌؼٍّ١س‬ ‫ٚجٌهٍؼ‬ ً‫جٌىن‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬
.‫ٌٍؼرس‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫ٌالػد‬ ٛ٠‫جٌف١ى‬ ١٠ٍٖٚ ‫جٌٍؼرس‬ ّٓٞ ‫جٌهحٚس‬
‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ‫ػٍّ١س‬ ً١ٛ‫ذحٌطف‬ ‫أٚٞف‬ ً‫ذٗى‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬
ً‫جٌٗى‬ ٓ١‫٠ر‬.‫ذؼى‬ ‫ف١ّح‬ ‫ٔحضؿّٙح‬ ‫وِؽ‬ ُ‫٠ط‬ ٓ١‫ٍِقٍط‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٟ‫جٌط‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ‫ػٍّ١س‬ ‫جٌٓحذك‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
69
3.1.َ‫األًن‬ ‫انًشدهح‬–‫انيايح‬ ‫األدذاز‬ ‫ين‬ ‫انغًاخ‬ ‫اعرخشاض‬
ٍ٠‫جأل‬ ٌ‫جنط١ح‬ ‫٠ٍ٠مس‬ ٍٝ‫ػ‬ ‫ذؼى‬ ‫ف١ّح‬ ْ‫٠إغٍج‬ ٓ١‫٠ٍ٠مط‬ ٌ‫ذحنط١ح‬ ‫جٌٍّقٍس‬ ًٖ٘ ٟ‫ف‬ َٛ‫ٔم‬video
frames‫ٌٍؼر‬ ‫ؾّ١ؼٙح‬ ٍ٠‫جأل‬ ‫جْطهٍجؼ‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٌٝٚ‫جأل‬ .ٍٝ‫ػ‬ َٛ‫ضم‬ ‫جٌػحٔ١س‬ .‫جٌٛجقى‬ ٙ‫جٌٗه‬ ‫س‬
ً‫أن‬ ُ‫٠ط‬ ‫ق١ع‬ ١‫فم‬ ‫جٌهحٚس‬ ‫ذحألقىجظ‬ ‫ٍٚس‬ ‫ٌٙح‬ ٟ‫جٌط‬ ٍ٠‫جأل‬ ‫جْطهٍجؼ‬1ٚ َ‫ٌألِح‬ ٍ٠‫أ‬1ٍ٠‫أ‬
.َ‫جٌٙح‬ ‫جٌكىظ‬ ٖ‫ػٕى‬ ‫ٚلغ‬ ًٌٞ‫ج‬ ٌ‫ذحإل٠ح‬ ‫ِك١طس‬ ٍ٠‫وأ‬ ‫ٚيٌه‬ ‫ٌٍهٍف‬
‫ٍِف‬ ّٓٞ ‫ذحٌالػد‬ ‫جٌهحٚس‬ ‫جٌٍؼد‬ ٘‫نٛج‬ ً‫و‬ ‫قفع‬ ُ‫ض‬.csv8ٌٟ‫جٌطح‬ ً‫ذحٌٗى‬
ٚ‫جأل‬ ‫جٌؼّٛو‬ ٍ‫٠ؼر‬ ‫ق١ع‬‫جٌكىظ‬ ٟ‫ف‬ ‫قىظ‬ ًٌٞ‫ج‬ ٌُِٓ‫ج‬ ٓ‫ػ‬ ‫ي‬eventً‫و‬ .ٟٔ‫جٌػح‬ ‫جٌؼّٛو‬ ٟ‫ف‬ ً‫جٌّمحذ‬
8ٌٟ‫جٌطح‬ ‫وحٌؿىٚي‬ .‫جٌٍؼرس‬ ّٓٞ َ‫٘ح‬ ‫قىظ‬ ‫ضىحفة‬ ٟٔ‫جٌػح‬ ‫جٌؼّٛو‬ ٟ‫ف‬ ‫ل١ّس‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
70
3.4.‫انصانْح‬ ‫انًشدهح‬–‫انظاىشّح‬ ‫انغًاخ‬ ‫اعرخشاض‬
‫ذٍِؿ١س‬ ٍٝ‫ػ‬ ‫ذحالػطّحو‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ُ‫٠ط‬ ‫ٕ٘ح‬SHORE.‫ِؼحٌؿس‬ ُ‫ض‬ٓ‫ػ‬ ‫جٌطٓؿ١الش‬ ‫ؾّ١غ‬
‫ٌالقمس‬ ٌٌٛٛ‫ج‬ ‫ؾّ١غ‬ ً٠ٛ‫ضك‬ ُ‫غ‬ ِٓٚ ‫أٚال‬ ٌٛٚ ٌٝ‫ئ‬ ‫ضكٛ٠ٍٙح‬ ‫٠ٍ٠ك‬.pgm‫ِكٍن‬ ‫٠ؼحٌؿٙح‬ ٟ‫ٚجٌط‬
SHORE‫جٌؼٍّ١س‬ ٓ‫ػ‬ ‫ٔطؽ‬ .48،000( ‫ِؼحٌؿس‬ ‫ٌٚٛز‬3.)‫جٌٛجقىز‬ ‫ٌٍػحٔ١س‬ ‫ئ٠حٌجش‬
.ٌٌٛٛ‫ج‬ ‫ٌّؼحٌؿس‬ ‫جٌّأنٛيز‬ ‫جألَِٕس‬ ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ٓ١‫٠ر‬
Process IdProcess DescriptionTime taken
1Conversion to .pgm6 hours
2Visual behavior extraction by SHORE14 hours
20 hours
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‫أقىجظ‬ ‫قىٚظ‬ ‫ػٕى‬ ‫جٌٛؾٙ١س‬ ٍ١‫جٌطؼحذ‬ ‫ٚجنطالف‬ ‫جٌٍؼرس‬ ّٓٞ ‫ٌالػرس‬ ٓ٠ٌ‫ئ٠ح‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬
events.‫نحٚس‬
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
73
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
74
‫انفصم‬‫انؼاشش‬
‫انًؼطْاخ‬ ‫لاػذج‬ ‫ذصًْى‬
Database Design
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Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation
Utilising Visual Features as Indicators of Players Engagement - Data Mining Documentation

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Android L01 - Warm Up
 

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
  • 9. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 8 1.1.‫ترجشد‬Abstract ‫ضركع‬‫جٌىٌجْس‬ ًٖ٘‫جٌالػد‬ ٍ١‫ضؼحذ‬ ٓ١‫ذ‬ ًٌٚٛ‫ج‬ ‫ٍٚس‬ ‫ئ٠ؿحو‬ ٟ‫ف‬ ‫ذغ١س‬ ‫ٌٍؼرس‬ ٌِٚ‫جٌّى‬ ٜٛ‫جٌّكط‬ ٓ١‫ٚذ‬ ‫ػّى٠س‬ ٍ١‫جٌغ‬ ْٗ‫ٌأ‬ ‫ٚقٍوحش‬ ‫جٌٕٙح٠س‬ ٟ‫ف‬ ‫جٌٛٚٛي‬‫ضرؼح‬ ٟ‫ضى١ف‬ ٜٛ‫ِكط‬ ‫ّٔٛيؼ‬ ‫ذٕحء‬ ٌٝ‫ئ‬‫الػد‬ ً‫ٌى‬ .‫قىج‬ ٍٝ‫ػ‬‫جٌر‬ ٟ‫ف‬ ‫جٌطٕم١د‬ ‫نٛجٌَِ١حش‬ َ‫جْطهىج‬ ُ‫ض‬ً١ٍ‫ٌطك‬ ‫١حٔحش‬ ‫جٌّٛؾٛوز‬ ‫جٌر١حٔحش‬ّٓٞ‫لحػىز‬‫ِؼط١حش‬‫ذٕحؤ٘ح‬ ُ‫ض‬‫لرٍٕح‬ ِٓ ًِ‫ذحٌىح‬ ً١‫ذطٓؿ‬ ‫جٌٍؼد‬ ‫ضؿٍذس‬ ‫نحٞٛج‬ ‫لى‬ ٓ١‫ٌالػر‬ ‫ِؼط١حش‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ١‫جٌّؼط‬ ‫ؾّ١غ‬ ً١‫ٌطٓؿ‬ ‫ذحإلٞحفس‬ ‫جٌٍؼد‬ ‫أغٕحء‬ ُٙ٘ٛ‫ٌٛؾ‬ ٛ٠‫ف١ى‬‫حش‬ ‫ِٚمحٌٔطٙح‬ ‫جٌّٕحيؼ‬ ‫ذٕحء‬ ُ‫غ‬ ِٓٚ ُٙ‫ٌؼر‬ ‫٠ٍ٠مس‬ ٙ‫٠ه‬ ‫ف١ّح‬ ‫جٌٙحِس‬ ‫جٌٕحق١س‬ ِٓ ‫جٌٍّقٍس‬ ‫أفٍٟ١س‬ ٍٝ‫ػ‬ ‫٠طؼٍف‬ ‫ّٔٛيؼ‬ ٌٝ‫ئ‬ ‫ٌٍٛٚٛي‬ .‫جٌٗؼٌٛ٠س‬
  • 10. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 9
  • 11. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 10 1.1.‫يم‬‫ذيح‬ ّٟ٠‫جألوحو‬ َ‫جال٘طّح‬ ‫َجو‬ٟ‫ف‬ ٟ‫ٚجٌٕٛحػ‬ً‫ذٗى‬ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ‫ضٌٛ١ى‬ٟ‫جٌطى١ف‬Adaptive Gamingٍ١‫ور‬ ً‫ذٗى‬‫ٚجٌىٌجْحش‬ ‫جٌركٛظ‬ ِٓ ‫جٌؼى٠ى‬ ‫أغرطص‬ ‫ق١ع‬ ‫جٌّحٞ١س‬ ‫جٌمٍ١ٍس‬ ‫جٌٕٓٛجش‬ ‫نالي‬ [ ‫ػد‬ ّ‫جٌال‬ ‫ضؿٍذس‬ ِٓ َُ‫٠ؼ‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌٍؼرس‬ ‫و٠ٕحِ١ى١حش‬ ٟ‫ف‬ ‫جٌطى١ف‬ ‫ئوٌجؼ‬ ْ‫أ‬1ًٖ٘ ٟ‫ف‬ َ‫ٔمى‬ .] ‫جٌىٌجْس‬ٙ‫ٚنٛحت‬ ٓ١‫ِؼ‬ ٜٛ‫ٌّكط‬ ‫ضرؼح‬ ‫ؼد‬ٌٍّ‫ج‬ ‫أغٕحء‬ ‫جٌالػد‬ ‫ضفٟ١الش‬ ٌِ‫٠ى‬ ‫ّٔٛيؾح‬ ‫جٌركػ١س‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫جٌالػد‬ ‫ذٙح‬ َ‫لح‬ ٟ‫جٌط‬ ‫جٌٍؼد‬ِٓ ‫جٌٍِح٠س‬ ‫ألٌؼحخ‬ ‫جٌٓحذمس‬ ‫وٌجْطٕح‬ ٓ‫ػ‬ ‫َجتى‬ ً‫ذٗى‬ ٓ‫ٌٚى‬ ‫جٌالػد‬ ٌٛ‫ِٕظ‬First Person Shooter Games‫قحٌس‬ ٟ‫ف‬ ‫جٌٛؾٙس‬ ٍ١‫ضؼحذ‬ ٍ١‫ضأغ‬ ‫ذىٌجْس‬ ‫ٚيٌه‬ ‫ٌٍؼرس‬ ‫ٚيٌه‬ ‫جٌٍؼرس‬ ّٓٞ ‫جٌٗؼٌٛ٠س‬ ٙ‫جٌٗه‬Mario. ٝ‫ذؼ‬ ‫ضى١١ف‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ،ٟ‫جٌطى١ف‬ ٜٛ‫جٌّكط‬ ‫ِرحوب‬ ٝ‫ذؼ‬ ّٟٓ‫ضط‬ ‫جٌطؿحٌ٠س‬ ‫جألٌؼحخ‬ ٝ‫ذؼ‬ ‫ذىأش‬ ( ‫جٌٍؼرس‬ ‫ٚؼٛذس‬ ‫ِػال‬ .‫جٌالػد‬ ‫أوجء‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌٍؼرس‬ ٙ‫نٛحت‬ ِٓdifficultyُ‫٠ط‬ ٟ‫جٌط‬ ) ‫ضرؼ‬ ‫ضّٛ١ّٙح‬‫ٌؼرس‬ ٟ‫ف‬ ‫جألػىجء‬ ‫ػىو‬ ً٠‫ضؼى‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ٚيٌه‬ ‫جٌالػد‬ ‫ِٙحٌز‬ ٍ٠‫ٌطمى‬ ‫ح‬Max Payne، ( ‫جٌطحلس‬ ‫ٌجفؼحش‬ ٍٝ‫ػ‬ ‫جٌكٛٛي‬ ‫جقطّحٌ١س‬ ً٠‫ضؼى‬ ٚ‫أ‬power ups‫ٌؼرس‬ ٟ‫ف‬ )Mario Kartٚ‫أ‬ ( ‫جٌطٌٛى‬ ٓ‫أِحو‬spawnpoints‫ٌؼرس‬ ٟ‫ف‬ )Left 4 Dead[1]. ‫ج‬ ‫ضؿٍذس‬ ‫ذكٓد‬ ‫ٔفٓٙح‬ ُّٛ‫ض‬ ٟ‫جٌط‬ ‫جألٌؼحخ‬ ُ١ّٛ‫ض‬ ٟ‫ف‬ ‫جٌّفطحـ‬‫ج٢ٌ١حش‬ ‫ضطر١ك‬ ٟ‫ف‬ ّٓ‫٠ى‬ ‫ٌالػد‬ ‫لحذٍس‬ ‫ِؼ١ٕس‬ ‫(ِ١ُجش‬ ‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ٍ١١‫ضغ‬ ُ‫٠ط‬ ْ‫أ‬ ‫٠ؿد‬ ٌ‫ِمىج‬ ُ‫ٚو‬ ،‫و١ف‬ ،‫ئيج‬ ٌٍ‫ضم‬ ٟ‫جٌط‬ ‫جٌطى١ف١س‬ .)‫ٔفٓٙح‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ُ‫ٌٍطكى‬‫ضؿٍذس‬ ‫قٛي‬ ٌٛ‫ضطّك‬ ‫َّحٌس‬‫ؼ‬‫ف‬ ‫ضى١ف١س‬ ‫ٌؼرس‬ ُ١ّٛ‫ض‬ ٛ‫ٔك‬ ٌٝٚ‫جأل‬ ‫جٌهطٛز‬ ( ‫جٌٗؼٌٛ٠س‬ ‫جٌكحٌس‬ ُ١١‫ضم‬ ٟ٘ ‫جٌالػد‬emotional stateّ‫ط‬ٌ‫ٚج‬ )ٍ٠ٛ‫ٚضط‬ ‫ٌالػد‬ ٟ‫جٌّؼٍف‬ ُ١‫ٍو‬ ( ‫ِطٕرثحش‬predictors.‫جٌالػد‬ ‫ٌطؿٍذس‬ )ِٓ ‫ػىو‬ ‫ضؿّ١غ‬ ُ‫٠ط‬ ْ‫أ‬ ٓٓ‫٠ٓطك‬ ٍٜ‫جٌغ‬ ‫ً٘ج‬ ً‫أؾ‬ ِٓ ‫جٌالػد‬ ٚ‫أ‬ ‫جٌٍؼد‬ ‫ضؿٍذس‬ ‫ؾٛجٔد‬ ٝ‫ٌرؼ‬ ‫ِإٍٖجش‬ ‫الٖطمحق‬ )‫ِػال‬ ‫جٌٍؼد‬ ‫(قٍوحش‬ ‫جٌالػد‬ ‫ِىنالش‬ ( ٠‫جالقرح‬ ٜٛ‫ِٓط‬ ،‫ػد‬ ّ‫جٌال‬ ‫ِٙحٌز‬ ً‫ِػ‬frustration( ٌٍٝٞ‫ج‬ ٜٛ‫ِٓط‬ )satisfaction‫وًٌه‬ .) ( ‫ئقٛحت١س‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ُٙ‫ضؿٍذط‬ ٌ‫ئنرح‬ ٓ١‫ٌالػر‬ ٓ‫٠ّى‬survey‫٠ر١ؼس‬ ‫يجش‬ ‫أْثٍس‬ ٍٝ‫ػ‬ ٞٛ‫ضك‬ ) ( ‫ضكؿ١ّ١س‬scaling( ‫ضفٟ١ٍ١س‬ ٚ‫أ‬ )preference.) ( ٌٞٛ‫جٌطط‬ ٟٔٛ‫جٌؼٛر‬ ً١ٟ‫جٌطف‬ ٍُ‫ضؼ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌالػد‬ ‫ضؿٍذس‬ ‫ضٛلغ‬ ٍُ‫ضؼ‬neuro- evolutionarypreference learningٌٍّٕ ‫ول١مس‬ ‫ٔطحتؽ‬ ٝ‫أػط‬ )‫جٌالػد‬ ‫ٌطؿٍذس‬ ‫جٌكحْٛذ١س‬ ‫ًؾس‬ [1.]‫ٍْٛو١حش‬ ٠‫أّٔح‬ ِٓ ‫ػىو‬ ٌٝ‫ئ‬ ‫ٚجٌٍؼرس‬ ‫جٌالػد‬ ٓ١‫ذ‬ ً‫جٌطفحػ‬ ‫٠ٕٛف‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌالػد‬ ‫ّٔٛيؼ‬ [ ٟ‫ف‬ ‫جٌٕظٍ٠س‬ .‫جٌّهطٍفس‬ ‫جٌالػد‬1ّ‫ٌال‬ ‫ّٔٛيؼ‬ ٓ١ّٟ‫ض‬ ْ‫أ‬ ‫ضمٛي‬ ]ُ١‫جٌطٕظ‬ ‫ذٛجْطس‬ ٖ‫ضٌٛ١ى‬ ُ‫ض‬ ‫ػد‬ ( ٟ‫جًٌجض‬self-organizationٌٝ‫ئ‬ ٞ‫ضإو‬ ْ‫أ‬ ٓ‫٠ّى‬ ٌٞٛ‫جٌطط‬ ٟٔٛ‫جٌؼٛر‬ ٍٟ١ٟ‫جٌطف‬ ٍُ‫ٌٍّطؼ‬ )
  • 12. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 11 ‫ٚضفٟ١الش‬ ‫ٌؼد‬ ‫ذ١حٔحش‬ ‫ؾّغ‬ ُ‫ض‬ ‫جٌٕظٍ٠س‬ ًٖ٘ ‫ٌطؿٍذس‬ .‫ػد‬ ّ‫جٌال‬ ‫ٌطفٟ١الش‬ ‫ولس‬ ٍ‫أوػ‬ ‫ضمى٠ٍجش‬ ( ‫جٌُٚؾ١س‬ ٍٝ‫ػ‬ ‫ضؼطّى‬ ‫ّس‬٠ٌٛ‫ٖؼ‬pairwise emotional preferencesِٓ )111ٙ‫ٖه‬ ‫جألٚي‬ ٙ‫جٌٗه‬ ‫ٌؼرس‬ ْٛ‫٠ٍؼر‬FPSٕ‫وٌجْط‬ ٟ‫ف‬ ‫جألذؼحو‬ ‫غالغ١س‬.ًٖ٘ ‫ح‬ 1.1.‫يفرادْح‬ ‫كهًاخ‬ ٟ‫جٌؼٛر‬ ٌٛ‫جٌطط‬NeuroEvolution‫جٌالػد‬ ‫ًّٔؾس‬ ،Player Modeling‫ضفٟ١الش‬ ، Preferences‫ى١ف‬ّ‫ط‬ٌ‫ج‬ ،Adaptiveٟ‫ئؾٍجت‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ،PCG‫ِ١ُجش‬ ،Features، ً٠‫ٌٍطؼى‬ ‫لحذٍس‬ ‫ِ١ُجش‬Controllable features‫جٌالػد‬ ‫ٌؼد‬ ‫ِ١ُجش‬ ،Gameplay features، ٍ‫جٌم‬ ٌ‫أٖؿح‬ٌ‫ج‬Decision Trees‫جٌؼٕحل١ى‬ ،Clusters.
  • 13. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 12
  • 14. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 13
  • 15. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 14 ِ‫انصان‬ ‫انفصم‬ ‫يشاتيح‬ ‫دساعاخ‬
  • 16. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 15
  • 17. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 16 1.‫يشاتيح‬ ‫دساعاخ‬ 1.1.‫يشاتيح‬ ‫دساعاخ‬ [ ًٖ٘ ٟ‫ف‬ ‫ٌٚو‬ ‫وّح‬1ٜٛ‫جٌّكط‬ ْ‫فا‬ ‫جٌكى٠ػس‬ ٛ٠‫جٌف١ى‬ ‫أٌؼحخ‬ ُ‫ِؼظ‬ ٟ‫ف‬ ٗٔ‫فا‬ ]content‫(جٌّٕحيؼ‬ Models‫غحذص‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ‫ِغ‬ ‫ٖكٕٙح‬ ُ‫٠ط‬ )‫ٚغ١ٍ٘ح‬ ،‫جألٍْكس‬ ،ً‫جٌٍّجق‬ ،‫جٌّػحي‬ ً١‫ْر‬ ٍٝ‫ػ‬ ‫ػٗٛجت١س‬ ‫٠ٛؾى‬ ‫جألقٛجي‬ ٓٓ‫أق‬ ٟ‫ف‬ ٚ‫أ‬ ،ٍ١‫ضطغ‬ ‫ال‬ ‫غحذص‬ ً‫ذٗى‬ ‫ِٓرمح‬ ُِّّٛٚRandomizingٍٝ‫ػ‬ .‫جٌّؼحِالش‬ ِٓ ‫ٞ١مس‬ ‫ِؿّٛػس‬‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ْ‫وح‬ ‫قحي‬ ٟ‫ٚف‬ ،ٓ‫ٌى‬contentً‫ذٗى‬ ‫ٚ٠طؿىو‬ ٍ١‫٠طغ‬ ١‫جٌالػر‬ ْ‫فا‬ ،ُ‫وجت‬ٓٛ‫٠ٕىِؿ‬ ْ‫أ‬ ٓ‫٠ّى‬get engaged.‫أ٠ٛي‬ ‫ٌّٚىز‬ ًٟ‫أف‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ‫ِغ‬ [ ‫ٚقٓد‬ ٗٔ‫فا‬ ،‫جٌطّٛـ‬ ‫ً٘ج‬ ً١‫ٚضه‬ ‫ٌطكم١ك‬1‫٠ٍ٠ك‬ ٓ‫ػ‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ‫نٛجٌَِ١حش‬ ‫٠ٛؾى‬ ] ‫جٌُّجوز‬ ‫ٌٍطرٌٛٛؾ١ح‬ ٟ‫جٌؼٛر‬ ٌٛ‫جٌطط‬content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm. ٍ٠ٛ‫ٚجٌطط‬ ً٠‫ذحٌطؼى‬ َٛ‫ضم‬ ‫ذأٔٙح‬ ‫جٌهٛجٌَِ١س‬ ًٖ٘ ‫ضطكمك‬evolvingٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌٍؼرس‬ ٜٛ‫ِكط‬ ٍٝ‫ػ‬ ‫جٌالػد‬ ‫ضفٟ١الش‬player preferences‫نٛجٌَِ١س‬ ٍ‫ضؼطر‬ .‫جٌٍؼرس‬ ‫ٌؼد‬ ٌ‫ِىج‬ ٍٝ‫ػ‬cgNEAT ‫ٌهٛجٌَِ١س‬ ‫ضطٛ٠ٍج‬NEAT( ‫جألٍٚ١س‬Stanley and Miikkulainen 2002.) 1.1.‫انًجشج‬ ‫انرغهخ‬ ‫عثاق‬ ‫نؼثح‬Galactic Arms Race (GAR) [ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫ٚقٓد‬ ‫جٌٍؼرس‬ ًٖ٘1‫نٛجٌَِ١س‬ َ‫ضٓطهى‬ ‫جٌٍؼرس‬ ًٖ٘ ْ‫فا‬ ]cgNEAT. ٟ‫ف‬ ْٛ‫جٌالػر‬ َ‫٠ٓطهى‬GAR‫ؾى٠ىز‬ ‫أٍْكس‬ ٍٝ‫ػ‬ ‫ٌٍكٛٛي‬ ‫جألػىجء‬ ‫٠١حٌجش‬ ‫ٌ١محضٍٛج‬ ‫جٌفٟحت١س‬ ٓ‫جٌٓف‬ ١‫ٌالػر‬ ٓ‫٠ّى‬ ‫و١ف‬ ٖ‫أؤح‬ ‫جألٖىحي‬ ‫ضٛٞف‬ .‫جٌٍؼرس‬ ‫نالي‬ ،‫جٌٍؼرس‬ ِٓ ‫ضطٌٛش‬ ٟ‫ٚجٌط‬ٓGAR‫جوطٗحف‬ ٍٝ‫ػ‬ ‫أ٠ٟح‬ ٓ‫ٌٚى‬ ،ْٟ‫أْح‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ‫ِٛؾٛوز‬ ‫ٌ١ٓص‬ ٟ‫ٚجٌط‬ ‫جألٍْكس‬ ِٓ ‫ٚجْؼس‬ ‫ِؿّٛػس‬ ‫ٚضّى٠ى‬ ِ‫أْح‬extending.ٟٞ‫جٌّح‬ ٟ‫ف‬ ًٍُّٟ‫ف‬ ‫ْحذك‬ ٜٛ‫ِكط‬ ِٓ ‫ؾى٠ى‬ ٜٛ‫ِكط‬ ‫نٛجٌَِ١س‬ ٍٝ‫ػ‬ ‫جٌّطٍضرس‬ ٌ‫ج٢غح‬cgNEATٜٛ‫جٌّكط‬ ‫ضٌٛى‬ ‫أٌؼحخ‬ ‫ئٔٗحء‬ ْ٢‫ج‬ ٓ‫جٌّّى‬ ِٓ ٗٔ‫أ‬ ٛ٘ ‫ذٕفٓٙح‬ ‫ذٙح‬ ٘‫جٌهح‬‫ذًٌه‬ ‫ُ٠ىز‬ُِ ،‫غحذص‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ‫ضىٍفس‬ ِٓ ٍ١‫ور‬ ‫قى‬ ٌٝ‫ئ‬ ‫ذًٌه‬ ‫ٟس‬ّ‫ف‬‫ِه‬ ، .‫يجضٙح‬ ‫ذكى‬ ‫جٌٍؼرس‬ ‫ل١ّس‬ .‫ِٕٙح‬ ً‫و‬ ‫ٍٖـ‬ ‫ِغ‬ ُ١٘‫جٌّفح‬ ٝ‫ذؼ‬ ‫جٌطحٌ١س‬ ‫جألٖىحي‬ ٓ١‫ضر‬
  • 18. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 17 ‫جألٖىحي‬ ًٖ٘ ٓ١‫ضر‬‫انغالح‬ ‫ذطٌس‬ ‫أيصهح‬ٟ‫ف‬ ‫أٍْكس‬ ٌٛ‫ضطط‬ ‫وّح‬ .GARٍ‫٠ؼػ‬ ْ‫أ‬ ‫جٌٍّؾف‬ ِٓ ٗٔ‫فا‬ ، ‫ٚف‬ ‫يجش‬ ‫أٍْكس‬ ٍٝ‫ػ‬ ْٛ‫جٌالػر‬.ٟٞ‫جٌّح‬ ٟ‫ف‬ ‫ذطفٟ١ٍٙح‬ ‫لحِٛج‬ ٟ‫جٌط‬ ‫ٌطٍه‬ ‫ِّحغٍس‬ ‫حش‬ ٌ‫جٔطٗح‬ ‫ْالـ‬ ‫أ٠ٍك‬ ‫ِح‬ ‫وػ١ٍج‬ ‫جٌالػد‬ ْ‫فا‬ ،ٍٟ‫جٌفؼ‬ ‫جٌٍؼد‬ ِٓ ‫جٌّػحي‬ ‫ً٘ج‬ ٟ‫ف‬Spread weapon( ً‫جٌٗى‬ ٟ‫ف‬ ‫وّح‬a.) ‫ضؼى٠الش‬ ٗ١ٍ‫ػ‬ ‫قىغص‬ُ‫ٚأ‬ ٌ‫جالٔطٗح‬ ‫ْالـ‬ ٟ‫ف‬ ‫ؾى٠ى‬ ٌٛ‫ضط‬ ‫قىظ‬ ،‫جٌٍؼرس‬ ِٓ ‫القك‬ ‫ٚلص‬ ٟ‫ف‬ ‫ٚضغ١١ٍجش‬variations(b،c.) ‫ٔٛع‬( َ‫ٌال٘طّح‬ ‫ِػ١ٍز‬ ٌ‫جالٔطٗح‬ ‫أٍْكس‬ ِٓ ٍ‫آن‬d‫لًجتف‬ ‫(ئ٠الق‬ ٓ١‫لً٠فط‬ ‫ذا٠الق‬ َٛ‫ضم‬ ) .‫وجنٍ١س‬ ‫ٍْ٠ؼس‬ ‫ٚلً٠فس‬ )ٟ‫جٌهحٌؾ‬ ( ‫جٌٓالـ‬ ‫ً٘ج‬ ًٓٔ ِٓ ‫القك‬ ‫ٚلص‬ ٟ‫ف‬e،f‫فٍق‬ ْ‫أ‬ ‫ق١ع‬ ،ٟ‫ف‬ ‫ِرحٌغ‬ ً‫ذٗى‬ ٗ‫ّٔط‬ ْٛ‫٠ى‬ ) ٌٍّْٛ‫ج‬ ١ّٔ ِٓ ‫ِطؼىو‬ ً‫ٚذٗى‬ ،ٍ١‫ور‬ ً‫ذٗى‬ ٟ‫ٚجٌهحٌؾ‬ ٍٟ‫جٌىجن‬ ‫جٌمًجتف‬ ٟ‫ٔٛػ‬ ٓ١‫ذ‬ ‫جٌٍٓػس‬ ٌٍ٠ٛ‫ضط‬ ‫و١ف١س‬ ‫ٌطٛٞ١ف‬ ‫جألِػٍس‬ ًٖ٘ .ٌ‫جالٔطٗح‬ ٍٜ‫ػ‬ ً٠‫ضؼى‬ ُّ‫ض‬ ‫وّح‬ ‫جٌٛجقىز‬ ‫ٍمً٠فس‬ ‫نٛجٌَِ١س‬cgNEATٟ‫ف‬ ‫جٌالػد‬ ‫ضفٟ١الش‬ ٍٝ‫ػ‬ ‫ذٕحء‬ ‫جٌطحٌ١س‬ ‫جٌٍّقٍس‬ ‫ذٕحء‬ ٜٛ‫ٌّكط‬ .‫جٌّحٞ١س‬ ً‫جٌٍّجق‬
  • 19. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 18 ً‫جٌٗى‬ ًٖ٘ ٓ١‫٠ر‬‫انالػة‬ ‫نؼة‬ ‫خالل‬ ‫األعهذح‬ ‫ذطٌس‬gameplay‫الػرٛج‬ ‫٠ىطٗف‬ .GAR‫جٌؼى٠ى‬ ‫ج‬ ‫جألٍْكس‬ ًِٓ‫و‬ ‫ذؿحٔد‬ ً‫جٌٗى‬ ٍٙ‫٠ظ‬ .‫ٔفٓٙح‬ ‫جٌٍؼرس‬ ً‫لر‬ ِٓ ‫ٚيٌه‬ ،‫جٌٍؼد‬ ‫أغٕحء‬ ‫و٠ٕحِ١ى١ح‬ ‫ٌّّّٛس‬ ‫ِػال‬ .‫ْالـ‬ ً‫و‬ ٍ٠ٛ‫ٌطط‬ ‫جضهًش‬ ٟ‫جٌط‬ ‫جالْطٕٓحل‬ ‫أؾ١حي‬ ‫ػىو‬ ‫ٌٚٛز‬: ( ‫الشكل‬ ً‫ف‬a،b)‫لمحاربة‬ ‫فعالة‬ ‫تكون‬ ً‫الن‬ ‫جسٌمات‬ ‫من‬ ‫انماط‬ ‫عدة‬ ‫السالح‬ ‫من‬ ‫تنبعث‬ .‫واحد‬ ‫آن‬ ً‫ف‬ ‫األعداء‬ ‫من‬ ‫العدٌد‬ ( ‫الشكل‬ ‫ٌبٌن‬c‫صد‬ ‫أجل‬ ‫من‬ ،‫البداٌة‬ ً‫ف‬ ‫واسع‬ ‫هو‬ ‫والذي‬ ‫محدد‬ ‫نمط‬ ‫ٌبعث‬ ‫سالح‬ ‫نمط‬ ) ‫مسافة‬ ‫بعد‬ ‫واحد‬ ‫جسم‬ ‫على‬ ‫الضرر‬ ‫لٌركز‬ ‫الحق‬ ‫وقت‬ ً‫ف‬ ‫ٌتقاطع‬ ‫ولكن‬ ،‫األعداء‬ ‫أسلحة‬ ( ‫الشكل‬ ‫ّنة.ٌبٌن‬ٌ‫مع‬d.‫الالعب‬ ‫أمام‬ ‫الجسٌمات‬ ‫من‬ ً‫دفاع‬ ‫جدار‬ ‫ٌخلق‬ ) ( ‫الشكل‬e‫على‬ ‫الدوران‬ ‫ٌمكنها‬ ً‫والت‬ ‫موجة‬ ‫شكل‬ ‫على‬ ‫نمط‬ ‫ٌطلق‬ )‫مثل‬ ‫ضخمة‬ ‫عقبات‬ .‫النٌازك‬ ( ‫الشكل‬f‫أسفر‬ ‫مما‬ ،‫العب‬ ‫من‬ ‫الجانبٌن‬ ‫كال‬ ً‫ف‬ ‫الجزٌئات‬ ‫من‬ ً‫دفاع‬ ‫خط‬ ‫إنشاء‬ ‫ٌبٌن‬ ) ً‫دفاع‬ ‫خط‬ ‫عن‬.‫لالعب‬ ‫نٛجٌَِ١س‬ ‫لىٌز‬ ‫ضػرص‬ ‫جٌٕطحتؽ‬ ًٖ٘cgNEATٟ‫ضىط١ى‬ ً‫ذٗى‬ ‫جألٍْكس‬ ِٓ ‫ِؿّٛػس‬ ‫ضٌٛ١ى‬ ٍٝ‫ػ‬ !ً١ٚ‫ٚأ‬ ٟ‫قم١م‬ ً‫ذٗى‬ ‫ِٚف١ى‬ ‫ِطٕٛع‬ ً‫ذٗى‬ ٌٟ‫ٚؾّح‬
  • 20. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 19 1.1.‫عف‬ ‫إنشاء‬ ‫ذصًْى‬ٌٍ‫انًذر‬ ‫نرٌنْذ‬ ‫يمْذج‬ ‫إجشائْح‬ ‫طشّك‬ ‫ػن‬ ‫فضاء‬ ‫ْنح‬constraint- based procedural content generation (PCG) [ ٟ‫ف‬ ‫جٌىٌجْس‬ ٍٜ‫ضؼ‬2]ٜٛ‫جٌّكط‬ ‫ٌطٌٛ١ى‬ ‫ِم١ىز‬ ‫ئؾٍجت١س‬constraint-based procedural content generation (PCG) ‫جٌٓف١ٕس‬ ُٓ‫ؾ‬ ً‫(ٖى‬ ‫فٟحء‬ ‫ٌٓف١ٕس‬ ُ١ّٛ‫ض‬ ‫إلٔٗحء‬ ‫ْف١ٕس‬ ‫ّْٚحش‬‫جفغ‬ّ‫ى‬ٌ‫ج‬ ‫ٚأٔٛجع‬ ‫جألٍْكس‬ ً‫ِػ‬ ‫جٌفٟحء‬ ‫ٚجْطٍجض١ؿ١حش‬ ‫جٌف١ُ٠حء‬ ٓ‫ػ‬ ٍ‫جٌٕظ‬ ٝ‫ذغ‬ )‫ٚ٠رٌٛٛؾ١ح‬ ٌ‫٠هطح‬ ٌُّّّٛ‫ج‬ ْ‫فا‬ ،‫جٌّمطٍـ‬ ًّ‫جٌؼ‬ ٌ‫إل٠ح‬ ‫ٚفمح‬ .‫جٌم١حوز‬ ‫٠كحٚي‬ ٟ‫ٚجٌط‬ ‫جٌفٟحء‬ ‫ٌٓف١ٕس‬ ‫جٌّططٍرحش‬ ِٓ ‫ِؿّٛػس‬ ‫جٌم١ٛو‬ ٓٓ‫ِك‬constraint optimizer‫ضكم١مٙح‬ ِٓ .‫جٌم١ٛو‬ ‫ٚئٌٞحء‬ ُ‫ض‬ ٟ‫جٌط‬ ‫جٌٕطحتؽ‬‫جالنطرحٌجش‬ ِٓ ‫ػىو‬ ٟ‫ف‬ ‫ػٍ١ٙح‬ ‫جٌكٛٛي‬ ‫ْف١ٕس‬ ْ‫أ‬ ٓ١‫ضر‬ ‫ٚجأل٘ىجف‬ ‫جٌم١ٛو‬ ِٓ ‫ِؿّٛػس‬ َ‫ذحْطهىج‬ ‫ٚجٌرمحء‬ ‫ٚجٌمطحي‬ ‫جٌكٍوس‬ ٟ‫ف‬ ‫ؾ١ىج‬ ‫أوجء‬ ‫ىش‬ٌّٚ ‫جٌفٟحء‬ ‫ذٍٛ٠ح‬ ‫ِمرٌٛس‬ ‫أٔٙح‬ ‫وّح‬ ،‫جٌك١حز‬ ‫ل١ى‬ ٍٝ‫ػ‬visually appealing. ً‫و‬ .‫فٟحء‬ ‫ْف١ٕس‬ ‫ضٌٛ١ى‬ ‫ضٛٞ١ف‬ ٌ‫جٌ١ٓح‬ ٍٝ‫ػ‬ ً‫جٌٗى‬ ٟ‫ف‬ ‫ِكى‬ ١ّٔ ً‫٠ّػ‬ ٌْٛ‫ْالقح‬ ً‫٠ّػ‬ ٍّ‫جألق‬ ٌٍْٛ‫وح‬ ‫و‬ .‫جٌفٟحء‬ ‫ٌٓف١ٕس‬ ‫وجفغ‬ ً‫٠ّػ‬ ‫جألٌَق‬ ٌٍْٛ‫ٚج‬ .‫جٌّىٛٔحش‬ ً‫و‬ ٍٙ‫ضظ‬ ،‫ٌٍّكحوحز‬ ‫ٌمطس‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ ‫جإلؾٍجت١س‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌّؼىٌس‬ ‫جٌفٟحء‬ ‫ْف١ٕس‬ ‫ف١ٙح‬ ٍٙ‫ضظ‬ PCG،ٍّ‫جألق‬ ٌٍْٛ‫ذح‬ ٚ‫جٌؼى‬ ‫ْٚف١ٕس‬ ،ٍ‫جألٚف‬ ٌٍْٛ‫ذح‬ ٌٜ‫ػٛج‬ ْ‫٠ّػال‬ ٓ١‫ٚوٛور‬obstacles‫(ّٚ٘ح‬ ‫جٌىجت‬ٗ‫ضطؿ‬ ًٌٞ‫ٚج‬ ٝ١‫جألذ‬ ٌٍْٛ‫ذح‬ ً‫جٌّّػ‬ ‫ٚجٌٙىف‬ )ْ‫ٍضح‬ .‫جٌفٟحء‬ ‫ْف١ٕس‬ ٖٛ‫ٔك‬
  • 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
  • 25. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 24 1.ِ‫إجشائ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬Procedural Content Generation (PCG) 1.1.‫يمذيح‬ ‫ؼرس‬ٌٍّ‫ج‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ ّٛ٘١‫ئؾٍجت‬ ‫ذطٍق‬ ٟ‫ضٍمحت‬ ً‫ذٗى‬‫س‬‫جٌٍؼرس‬ ‫أؾُجء‬ ‫ؾّ١غ‬ ‫ٕ٘ح‬ ٜٛ‫ذحٌّكط‬ ‫ٚجٌّمٛٛو‬ . ،‫جٌكحٌجش‬ ،ٙٛ‫جٌم‬ ، ً‫جٌٍّجق‬ ،١‫جٌهٍجت‬ ،ّ٠ٌ‫جٌطٟح‬ ً‫ِػ‬ ‫جٌالػد‬ ‫ضؿٍذس‬ ٍٝ‫ػ‬ ٍ‫ضإغ‬ ٟ‫جٌط‬ .‫جٌّطحقس‬ ‫جألٍْكس‬ ،‫جٌىّ١ٍج‬ ٌٛ‫ِٕظ‬ ،‫جٌٍؼرس‬ ‫لٛجػى‬ ، ‫ضكم١مٙح‬ ‫جٌٛجؾد‬ ‫جأل٘ىجف‬ ّٛ‫٠ٙط‬ ‫جألٌؼحخ‬ ِّّٟٛ ِٓ ً‫ضؿؼ‬ ‫أْرحخ‬ ‫ػىز‬ ‫٠ٛؾى‬‫ذـ‬ ْPCG8 1.‫انزاكشج‬ ‫إعريالن‬ ‫ضؼطّى‬ ٟ‫جٌط‬ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ١‫ٞغ‬ ٓ‫ف١ّى‬ ‫جٌـ‬ ٍٝ‫ػ‬PCGٜٛ‫جٌّكط‬ ‫ً٘ج‬ ً‫ؾؼ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ،‫جٌكحؾس‬ ‫ػٕى‬ ‫ئال‬ ٖ‫ضٌٛ١ى‬ ُ‫٠ط‬ ‫ٚال‬ ،ٍَٛ‫ِؼ‬ ٍ١‫غ‬ ‫جٌفٟحء‬ ‫ٌؼرس‬ ‫يٌه‬ ٍٝ‫ػ‬ ‫ِٚػحي‬Elite (Acornsoft 1984)‫ئوجٌز‬ ‫جْطح٠ؼص‬ ٟ‫جٌط‬ ‫ال‬ ‫يجوٍز‬ ‫ذاْطٙالن‬ َٛ‫جٌٕؿ‬ ‫ِؿّٛػحش‬ ‫ِثحش‬ ٍٗ‫ػ‬ ٜ‫٠طؼى‬ً١‫ضّػ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫جٌى١ٍٛذح٠طحش‬ ‫جش‬ .َ‫أٌلح‬ ‫ذّؿّٛػس‬ ‫وٛود‬ ٚ‫ج‬ ُ‫ٔؿ‬ ً‫و‬ 1.ًُ‫ّذ‬ ‫تشكم‬ ٌٍ‫انًذر‬ ‫إلنشاء‬ ‫انًانْح‬ ‫انركانْف‬ ‫ذٌفْش‬ ً‫ِػ‬ ‫ضطر١محش‬ َ‫ذاْطهىج‬ َٛ‫ضم‬ ‫جٌّؼحٍٚز‬ ‫جألٌؼحخ‬ ِٓ ‫جٌؼى٠ى‬SpeedTree[5]‫إلٔٗحء‬ .‫ِؼحِالش‬ ‫ِؿّٛػس‬ ٍ١١‫ضغ‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ف١ٙح‬ ‫جٌطؿٛي‬ ‫جٌالػد‬ ‫٠ٓطط١غ‬ ‫ٞهّس‬ ‫ِٕح٠ك‬ 1.‫األنؼاب‬ ‫ين‬ ‫جذّذج‬ ‫أنًاط‬ ‫تناء‬ ‫ٌٛلص‬ ‫ؾ١ى‬ ‫ٚذاوجء‬ ‫ٍِٚكٛظ‬ ٍ١‫ور‬ ً‫ذٗى‬ ‫ِكطٛج٘ح‬ ٍ١‫ضغ‬ ‫أٌؼحخ‬ ‫ذٕحء‬ ‫ذاِىحٕٔح‬ ْ‫وح‬ ْ‫ئ‬ ٍٗ‫ٌؼ‬ (ً١‫جٌطٕف‬Real time)١ٌّٕ‫ج‬ ‫ً٘ج‬ ً‫ِػ‬ ‫ذٕحء‬ ٓ‫أِى‬ ْ‫ئ‬ .‫ٌٙح‬ ‫ٔٙح٠س‬ ‫٠ٛؾى‬ ‫ال‬ ‫أٌؼحخ‬ ‫ذٕحء‬ ٓ‫ألِى‬ ٗ‫ٌؼر‬ ١ّٔ ٚ‫(أ‬ ٓ١‫ِؼ‬ ‫الػد‬ ‫يٚق‬ ُ‫ٌ١الت‬ ‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ً٠‫ٚضؼى‬ ‫جألٌؼحخ‬ ِٓ‫ٌُ٠حوز‬ ٝ‫قط‬ ٚ‫أ‬ ) ً‫ذٗى‬ ‫ٌؼرٙح‬ ‫ئػحوز‬ ٓ‫٠ّى‬ ‫أٌؼحخ‬ ٟ٘ ‫جٌٕط١ؿس‬ ْٛ‫ْطى‬ )‫جالٔىِحؾ١س‬ ،ٞ‫(جٌطكى‬ ‫جٌالػد‬ ‫ضؿٍذس‬ .ُ‫وجت‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ٍ١١‫ٚضغ‬ ‫جٌطى١١ف‬ ٍٝ‫ػ‬ ‫ٌمىٌضٙح‬ ٟ‫الٔٙحت‬
  • 26. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 25 4.‫انًصًًْن‬ ‫هح‬ّْ‫يخ‬ ‫ذجاًص‬ ٌَِٟ‫نٛج‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ذطٌٛ١ى‬ ٓ‫ٌٚى‬ ،ٓ١ٌّّّٛ‫ج‬ ‫ٌّه١ٍس‬ ٓ١ٌ٘ ٛ٘ ‫جألٌؼحخ‬ ٜٛ‫ِكط‬ ‫(ال‬ ٟ‫ػٗٛٚجت‬ٍٝ‫ػ‬ ًٛ‫ٔك‬ ‫لى‬ ‫فإٔح‬ ‫ٕٙؽ‬َُِّ )ٟ‫جٌكٍف‬ ٕٝ‫ذحٌّؼ‬ ٟ‫ػٗٛجت‬ ٌٖ‫جػطرح‬ ٓ‫٠ّى‬ .ٗ‫ٔطٛلؼ‬ ٓ‫ٔى‬ ٌُ ٜٛ‫ِكط‬ 1.1.ِ‫انرهمائ‬ ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫ألغاو‬ ‫جٌـ‬ ْ‫أ‬ ِٓ ُ‫ذحٌٍغ‬PCG،‫ِىز‬ ًِٕ ‫ضكم١مٙح‬ ‫جألٌؼحخ‬ ِٓ ‫جٌؼى٠ى‬ ‫أْططحػص‬ ‫ِ١ُز‬ ٛ٘ ‫جٌّهطٍفس‬ ٌٗ‫ذأٖىح‬ ‫جٌّؿحي‬ ‫ً٘ج‬ ٟ‫ف‬ ‫ٌٍركع‬ ٙٛ‫ِطه‬ ّٟ٠‫أوحو‬ ‫ِؿطّغ‬ ‫ال٠ٛؾى‬ ٗٔ‫ج‬ ‫ئال‬ٍ١١‫ذحٌطغ‬ ‫ذىء‬ ‫جٌٛجلغ‬ ‫ً٘ج‬ ٓ‫ٌى‬ . ِٓ ‫جٌؼى٠ى‬ ‫ئ٠ؿحو‬ ُ‫ض‬ ‫ق١ع‬ ‫فّإنٍج‬mailing List[6]،IEEE CIS Task Force [7]‫ٌٖٚس‬ ، [ ًّ‫ػ‬6[ ٟ‫ٚٚ٠ى‬ ،]7‫ً٘ج‬ ٕ‫ضٕحل‬ ‫ِطهٛٛس‬ ‫وطد‬ ‫ال٠ٛؾى‬ ٕٗ‫ٌى‬ ،‫جٌّٛٞٛع‬ ‫ًٌٙج‬ ٙٛ‫ِه‬ ] .‫جٌّؿحي‬ ٟ‫ف‬ ‫جألْحْ١س‬ ُ١٘‫جٌّفح‬ ِٓ ‫جٌؼى٠ى‬ ٍٝ‫ػ‬ ‫جٌٟٛء‬ ١ٍٓ٠ ٌٟ‫جٌطح‬ ُٓ‫جٌم‬PCG. 1.1.‫انرطٌّش‬ ‫أشناء‬ ‫ًانثناء‬ ‫انًثاشش‬ ‫انثناء‬ ‫ٍِقٍس‬ ‫أغٕحء‬ ٚ‫أ‬ ،‫جٌٍؼد‬ ‫أغٕحء‬ ٌٞٛ‫ٚف‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ‫ٍٔ٠ى‬ ‫وٕح‬ ‫ئيج‬ ‫ف١ّح‬ ‫ضكى٠ى‬ ‫٠ؿد‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جٌٍؼرس‬ َٛ‫ضم‬ ،‫ذٕحء‬ ٌٝ‫ئ‬ ‫الػد‬ ً‫٠ىن‬ ‫ػٕىِح‬ ٍٖ‫جٌّرح‬ ‫جٌطٌٛ١ى‬ ٍٝ‫ػ‬ ‫فّػحي‬ .‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ِ ٓ‫ضى‬ ٌُ ٟ‫جٌط‬ ‫ٌٍرٕحء‬ ‫جٌىجنٍ١س‬ ‫جٌرٕ١س‬ ‫ذأٗحء‬‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ‫أغٕحء‬ ‫ذحٌطٌٛ١ى‬ ‫ٔمٛى‬ ‫ذ١ّٕح‬ .ً‫لر‬ ِٓ ‫ٛؾٛوز‬ ‫أغٕحء‬ ٗ١ٍ‫ػ‬ ً٠‫ذحٌطؼى‬ ٛ٘ َٛ‫٠م‬ ٚ ٜٛ‫ٌٍّكط‬ ‫ِؼ١ٕس‬ ‫ذٕ١س‬ ٌُّّٛ‫ج‬ ٍٝ‫ػ‬ ‫ضمطٍـ‬ ‫جٌطٌٛ١ى‬ ‫نٛجٌَِ١س‬ ْ‫أ‬ ١‫نٍجت‬ ‫ذألطٍجـ‬ َ‫ِهى‬ َٛ‫٠م‬ ْ‫أ‬ ٓ‫جٌّّى‬ ّٓ‫ف‬ .ٓ١‫جألٍْٛذ‬ ٓ١‫ذ‬ ١ْٚ ً‫ق‬ ‫٠ٛؾى‬ .‫جٌٍؼرس‬ ٍ٠ٛ‫ضط‬ ‫ٍِقٍس‬ ‫ذٕح‬ ٓ١‫الػر‬ ‫ِؿّٛػس‬ ٚ‫أ‬ ‫ٌالػد‬ ‫ؾى٠ىز‬.ُٙ‫ٌؼر‬ ١ّٔ ٓ‫ػ‬ ‫ِٓرمح‬ ‫ؾّؼٙح‬ ُ‫ض‬ ‫ِؼٍِٛحش‬ ٍٝ‫ػ‬ ‫ء‬ 1.4.ُ‫اإلخرْاس‬ ٌٍ‫ًانًذر‬ ُ‫انضشًس‬ ٌٍ‫انًذر‬ ٛ٘ ٌٌٍٟٞٚ‫ج‬ ٜٛ‫جٌّكط‬ .‫ئنط١حٌ٠ح‬ ٚ‫أ‬ ‫ٌٍٞٚ٠ح‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬ ‫جٌٌّٛى‬ ٜٛ‫جٌّكط‬ ‫ضٕٛ١ف‬ ٓ‫٠ّى‬ ‫جٌٛجؾد‬ ٌُ‫جٌّؼح‬ ً‫ِػ‬ ‫ضكم١مٙح‬ ‫جٌٛجؾد‬ َ‫ٚجٌّٙح‬ ‫جٌٍؼرس‬ َ‫ئضّح‬ ِٓ ْٛ‫جٌالػر‬ ٓ‫ٌ١طّى‬ ٖ‫ضٛجؾى‬ ‫جٌّطٍٛخ‬ ‫أ‬ ‫َ٠حٌضٙح‬ٛ٘ ٌٞ‫جإلنط١ح‬ ٜٛ‫جٌّكط‬ ‫ف١ّح‬ .‫ضطٛجؾى‬ ْ‫أ‬ ‫ذى‬ ‫ال‬ ٟ‫جٌط‬ ‫جٌمٛجػى‬ ٚ‫أ‬ ،‫لطٍٙح‬ ‫جٌٛجؾد‬ ٔٛ‫جٌٛق‬ ٚ ‫٠ؼى‬ ٟ‫جٌط‬ ٌُ‫جٌّؼح‬ ٚ‫أ‬ ‫جٌّٕحَي‬ ٚ‫ج‬ ‫جألٍْكس‬ ً‫ِػ‬ .ٗ‫ِؼ‬ ً‫٠طفحػ‬ ‫ٚال‬ ٕٗ‫ػ‬ ‫٠رطؼى‬ ْ‫أ‬ ‫ػد‬ ّ‫جٌال‬ ‫٠ٓطط١غ‬ ًٌٞ‫ج‬ ‫و‬ ‫ٚك١كح‬ ْٛ‫٠ى‬ ْ‫أ‬ ‫٠ؿد‬ ٌٌٍٟٞٚ‫ج‬ ٜٛ‫جٌّكط‬ ْ‫أ‬ ٓ١٠ٛ‫جٌّكط‬ ٓ١‫ذ‬ ‫ٕ٘ح‬ ‫جٌفحٌق‬ .‫ئنط١حٌ٠ح‬ ‫ونٌٛٙح‬.‫جتّح‬ ‫٠ٓطط١غ‬ ‫ال‬ ‫ِح‬ ‫ٌٓرد‬ ٓ‫ٌٚى‬ ٓ١‫ِؼ‬ ‫٘ىف‬ ‫ٌططكم١ك‬ ٗ‫َ٠حٌض‬ ‫٠ؿد‬ ٍُ‫ِؼ‬ ‫ضٌٛ١ى‬ ُ‫٠ط‬ ْ‫أ‬ ‫جٌّمرٛي‬ ٍ١‫غ‬ ِٓ ٞ‫أ‬
  • 27. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 26 ٚ‫أ‬ َ‫ٌالْطهىج‬ ‫لحذٍس‬ ٍ١‫غ‬ ‫أٍْكس‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ْ‫أ‬ ‫ٌٍهٛجٌَِ١س‬ ‫ّٔٓف‬ ْ‫أ‬ ٓ‫٠ّى‬ ‫ذ١ّٕح‬ .ٌٗٛ‫ون‬ ‫جٌالػد‬ ‫جٌٓالـ‬ ‫ذاٌمحء‬ َٛ‫٠م‬ ْ‫أ‬ ‫ذرٓح٠س‬ ‫جٌالػد‬ ‫ذاْططحػس‬ ْ‫وح‬ ‫ئيج‬ ٕٝ‫ٌّر‬ ٟ‫ِٕطم‬ ٍ١‫غ‬ ُ١ّٛ‫ض‬ٌ‫ٚئنط١ح‬ ‫ؾحٔرح‬ .ٍٖ١‫غ‬ ‫َٚ٠حٌز‬ ‫جٌغٍ٠د‬ ٕٝ‫جٌّر‬ ِٓ ‫جٌهٍٚؼ‬ ٚ‫أ‬ ٍٖ١‫غ‬ 1.3.‫انًؼايالخ‬ ٓ‫٠ّى‬ ‫قى‬ ٞ‫أ‬ ٌٝ‫ئ‬ ٌ‫جإلػطرح‬ ٓ١‫ذؼ‬ ً‫جألن‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ٜٛ‫ِكط‬ ‫ضٌٛ١ى‬ ٟ‫نٛجٌَِ١١ط‬ ٓ١‫ذ‬ ُ١١ّ‫جٌط‬ ٓ‫٠ّى‬ ‫ِْٛغ‬ ٜٛ‫ِكط‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ٜٛ‫جٌّكط‬ ‫ضٌٛ١ى‬ ‫نٛجٌَِ١حش‬ ‫ؾّ١غ‬ .‫ّس‬١َِ‫نٌٛج‬ ً‫و‬ ‫ذّؼحِالش‬ ‫جٌطالػد‬ ٜٛ‫ِكط‬ ِٓ ‫ئٔطاللح‬‫ذًٌز‬ ً‫ضأن‬ ْ‫أ‬ ‫ٌهٛجٌَِ١س‬ ٓ‫ف١ّى‬ .٠ٛ‫ِٟٚغ‬ ٍ١‫ٚغ‬(seed)‫ضٌٛ١ى‬ ‫ٌهٛجٌَِ١س‬ ‫جألذؼحو‬ ‫ِطؼىو‬ ‫ٖؼحع‬ ً‫ضمر‬ ْ‫أ‬ ٍٜ‫أن‬ ‫ٌهٛجٌَِ١س‬ ٓ‫٠ّى‬ ‫ف١ّح‬ ،‫ضٓطهىِٙح‬ ٟ‫جٌط‬ ‫جٌؼٗٛجت١س‬ َ‫جألٌلح‬ .ٖ‫ذٕحؤ‬ ‫جٌٛجؾد‬ ٜٛ‫جٌّكط‬ ‫٠ٛٚف‬ ١١ْٛ‫و‬ 1.3.‫انًذذد‬ ‫ًانرٌنْذ‬ ِ‫انؼشٌائ‬ ‫انرٌنْذ‬ ‫ذ‬ ٜٛ‫جٌّكط‬ ‫ذٕحء‬ ‫نٛجٌَِ١حش‬ ‫ف‬ّٕٛٔ ْ‫أ‬ ‫ٔٓطط١غ‬‫جٌّمٛٛو‬ .ٌ‫جألػطرح‬ ٓ١‫ذؼ‬ ٜٛ‫جٌّكط‬ ‫ػٗٛجت١س‬ ً‫أن‬ ‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ًٙ‫ف‬ ‫ٍِز‬ ِٓ ٍ‫جوػ‬ ‫ٚضٕف١ً٘ح‬ ‫جٌهٛجٌَِ١حش‬ ّ‫ٌٕف‬ ‫جٌّؼحِالش‬ ّ‫ٔف‬ ٍ٠ٍّ‫ذط‬ ٗٔ‫أ‬ ‫ٕ٘ح‬ ‫جٌّطؼٍمس‬ ‫جٌّؼحِالش‬ ّ‫ٔف‬ ٍ٠ٍّ‫فرط‬ ‫ِكىوز‬ ‫جٌهٛجٌَِ١س‬ ‫وحٔص‬ ْ‫فا‬ .‫ِهطٍف‬ َ‫أ‬ ‫ِططحذك‬ ْٛ‫ْ١ى‬ ‫جٌٕظ‬ ٝ‫ذغ‬ ‫جٌٕحضؽ‬ ّ‫ٔف‬ ٍٝ‫ػ‬ ًٛ‫ْٕك‬ ‫جٌهٛجٌَِ١س‬ ُ١ّٛ‫ذط‬ّ‫ػى‬ ٝ‫ػ‬ ً١‫جٌطٕف‬ ‫ٍِجش‬ ‫ػىو‬ ٓ‫ػ‬ ٍ .)‫جٌؿ١ٕ١س‬ ‫جٌهٛجٌَِ١حش‬ ً‫(ِػ‬ ‫ػٗٛجت١س‬ ‫جٌهٛجٌَِ١س‬ ‫وحٔص‬ ‫ئيج‬ ‫ف١ّح‬ ‫جٌكحي‬ 1.3.ِ‫اتن‬ ‫خٌاسصيْح‬-‫اءج‬ّ‫ن‬‫انث‬ ‫ًانخٌاسصيْاخ‬ ‫اخرثش‬ ،‫جٌرٕحءز‬ ‫جٌهٛجٌَِ١س‬ ٛ٘ ٓ١‫نٛجٌَِ١ط‬ ٓ١‫ذ‬ ُ١ّ‫ٌٍط‬ ِٗ‫جْطهىج‬ ٓ‫٠ّى‬ ًٌٞ‫ج‬ ٍ١‫جألن‬ ٌ‫جٌّؼ١ح‬ ٟٕ‫جذ‬ ‫ِرىأ‬ ‫ضؼطّى‬ ٟ‫جٌط‬ ‫ٚجٌهٛجٌَِ١س‬-.ٍ‫جنطر‬ ‫جٌطكمك‬ ‫ػٍ١ٙح‬ ٓ‫ٌٚى‬ .‫يٌه‬ ‫ػٕى‬ ٟٙ‫ٚضٕط‬ ٜٛ‫جٌّكط‬ ‫ذطٌٛ١ى‬ َٛ‫ضم‬ ‫وحٔص‬ ‫ئيج‬ ‫ذٕحءز‬ ‫ِح‬ ‫نٛجٌَِ١س‬ ْ‫ذأ‬ ٍ‫ٔؼطر‬ ٟٕ‫جذ‬ ‫نٛجٌَِ١س‬ .‫جٌرٕحء‬ ‫ػٍّ١س‬ ‫أغٕحء‬ ‫ِمرٛال‬ ٚ‫أ‬ ‫ٚك١كح‬ ٜٛ‫جٌّكط‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬-‫ذرٕحء‬ َٛ‫ضم‬ ٍ‫ئنطر‬ ١‫ف‬ ‫ضطكمك‬ ‫فّػال‬ ٠ٍٖٚ ‫ِؿّٛػس‬ ‫٠ٛجفك‬ ْ‫وح‬ ‫ئيج‬ ‫ف١ّح‬ ‫ذحٌطكمك‬ َٛ‫ضم‬ ُ‫ٚغ‬ ،ٓ١‫ِؼ‬ ٜٛ‫ِكط‬ْ‫وح‬ ‫ئيج‬ ‫ّح‬ ‫ٚفحش‬ ‫ضكمك‬ ٌ‫جألٖؿح‬ ‫وحٔص‬ ‫ئيج‬ ‫ف١ّح‬ ٚ‫أ‬ ،ٓ١‫ِؼ‬ ‫ذطٛي‬ ‫ٚجٌّهٍؼ‬ ً‫ٚجٌّىن‬ ‫ِح‬ ٍُ‫ِؼ‬ ٓ١‫ذ‬ ‫جٌطٍ٠ك‬ ٌٟ‫جٌكح‬ ٜٛ‫جٌّكط‬ ِٓ ‫ؾُء‬ ٚ‫أ‬ ‫ؾّ١غ‬ ‫ضٌٛ١ى‬ ‫ذاػحوز‬ َٛ‫ضم‬ ‫فأٙح‬ ًٗ‫جٌف‬ ‫قحي‬ ٟ‫ف‬ .ٝ‫ِؼط‬ ‫ِؿحي‬ ّٓٞ .‫ِمرٛي‬ ٜٛ‫ِكط‬ ٍٝ‫ػ‬ ًٛ‫ٔك‬ ٝ‫قط‬ ‫جٌؼٍّ١س‬ ٌٍ‫ٚضى‬
  • 28. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 27 1.3.‫ح‬ّْ‫انثذص‬ ‫شق‬ّ‫ط‬‫ان‬ ‫تاعرخذاو‬ ‫انًٌنذ‬ ٌٍ‫انًذر‬ ٟٕ٘ٚ‫جذ‬ ‫٠ٍ٠مس‬ ِٓ ‫نحٚس‬ ‫قحٌس‬ ٛ-8‫جٌطحٌ١س‬ ٠ٌٍٚٗ‫ج‬ ‫ٚ٠كمك‬ ٍ‫جنطر‬ ٚ‫أ‬ ‫ٚق١ىز‬ ‫ل١ّس‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ٚيٌه‬ .ٝ‫ِؼط‬ ٜٛ‫ِكط‬ ‫ؾٛوز‬ ‫ذطكى٠ى‬ َٛ‫٠م‬ ٌ‫ئنطرح‬ ‫ضحذغ‬ ‫٠ٛؾى‬ ‫جٌىفحءز‬ ‫ضحذغ‬ ‫ذـ‬ ‫ذحٌؼحوز‬ ٝ‫٠ىػ‬ ‫جٌطحذغ‬ ‫ً٘ج‬ ً‫ِػ‬ .‫جٌكم١م١س‬ ُ١‫جٌم‬ ِٓ ‫ٖؼحع‬(Fitness Function).‫ذحٌىفحءز‬ ّْٗ‫ج‬ ٝ‫ِؼط‬ ً‫ٌك‬ ٗ‫٠ّٕك‬ ًٌٞ‫ج‬ ُ‫ٚجٌٍل‬ ‫جٌطٍ٠مس‬ ًٖ٘ .‫ْحذك‬ ً‫ٌك‬ ‫جٌّؼطحز‬ ‫جٌىفحءز‬ ٍٝ‫ػ‬ ْٟ‫أْح‬ ً‫ذٗى‬ ‫٠ؼطّى‬ ‫ؾى٠ى‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ .‫جٌؼحٌ١س‬ ‫وفحءز‬ ٚ‫ي‬ ٜٛ‫جٌّكط‬ ‫ئٔٗحء‬ ٌٝ‫ئ‬ ‫ضٙىف‬ ( ‫ضطٛ٠ٍ٠س‬ ‫نٛجٌَِ١حش‬ َ‫ضٓطهى‬ ‫القمح‬ ‫ٍْٕو٘ح‬ ٟ‫جٌط‬ ‫جألِػٍس‬ ‫ؾّ١غ‬Evolutionary Algorithm) ‫ِؿ‬ ٍٝ‫ػ‬ ‫جٌططٛ٠ٍ٠س‬ ‫جٌهٛجٌَِ١حش‬ ‫ضؼطّى‬ .ٜٛ‫جٌّكط‬ ٓ‫ػ‬ ‫ٌٍركع‬ ‫وأوجز‬‫جٌّكطٍّس‬ ‫جٌكٍٛي‬ ِٓ ‫ّٛػس‬ ‫ٚفمح‬ ‫ضٍ٠ط١رٙح‬ ُ‫ٚ٠ط‬ ‫جٌىفحءز‬ ‫ضحذغ‬ َ‫ذحْطهىج‬ ‫جٌكٍٛي‬ ًٖ٘ ُ١١‫ضم‬ ُ‫٠ط‬ ً١‫ؾ‬ ً‫و‬ ٟ‫ف‬ .‫جًٌجوٍز‬ ٟ‫ف‬ ‫ِهُٔس‬ ‫ضٍه‬ ‫ذحْطػٕحء‬ ،‫جٌؿ١ىز‬ ‫جٌكٍٛي‬ ِٓ ‫ذٕٓم‬ ‫ٚجْطرىجٌٙح‬ ‫جٌّؿّٛػس‬ ِٓ ‫قًفٙح‬ ُ‫٠ط‬ ‫جٌكٍٛي‬ ‫أْٛء‬ .‫ٌىفحءضٙح‬ ِ‫و‬ ُ‫ض‬ ٚ‫ج‬ )‫ٌطفٍجش‬ ‫(ضؼٍٞص‬ ٟ‫ػٗٛجت‬ ً‫ذٗى‬ ‫ضؼى٠ٍٙح‬ ُ‫ض‬ ٟ‫جٌط‬ِٓ ّ١ٌ .ٍٜ‫جن‬ ‫قٍٛي‬ ‫ِغ‬ ‫ؿٙح‬ َ‫ئْطهىج‬ ٓ‫جٌّّى‬ ّٓ‫ف‬ .ٍٞٛ‫ق‬ ً‫ذٗى‬ ‫ضطٛ٠ٍ٠س‬ ‫نٛجٌَِ١حش‬ َ‫جْطهىج‬ ُ‫٠ط‬ ْ‫أ‬ ‫جٌٌٍٟٚز‬ ٝ‫ذغ‬ ‫غحٌرح‬ ‫ٔفٓٙح‬ ٟ٘ ‫جٌكٍٛي‬ ً١‫ضّػ‬ ‫٠ٍ٠مس‬ ْ‫ج‬ ٍٖ‫يو‬ ٍ٠‫جٌؿى‬ ِٓٚ .ٍٜ‫جن‬ ‫ذكع‬ ‫نٛجٌَِ١حش‬ .‫جٌّٓطهىِس‬ ‫جٌركع‬ ‫نٛجٌَِ١س‬ ٓ‫ػ‬ ٍ‫جٌٕظ‬ 1.3.‫تذصْح‬ ‫خٌاسيْاخ‬ ‫تإعرخذاو‬ ‫انًٌنذ‬ ٌٍ‫انًذر‬ ‫ػن‬ ‫أيصهح‬ ‫ٚٔكحٚي‬ ‫ذكػ١س‬ ‫نٛجٌَِ١حش‬ َ‫ذاْطهىج‬ ‫ىز‬ٌٌّّٛ‫ج‬ ‫جألِػٍس‬ ِٓ ‫ِؿّٛػس‬ ٌٝ‫ئ‬ ُٓ‫جٌم‬ ‫ً٘ج‬ ٟ‫ف‬ ٍٜ‫ْٕطؼ‬ .‫ػٍ١ٙح‬ ‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضكىغٕح‬ ‫ِح‬ ٠‫ئْمح‬ 1.13.‫تـ‬ ‫شثْيح‬ ‫ألنؼاب‬ ‫لٌاػذ‬ ‫يجًٌػح‬Pac-Man [ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫قٓد‬7َ‫لح‬ .](Togelius and Schmidhbuer)‫ذٕحء‬ ُ‫ض‬ .‫ضؿٍذس‬ ‫ذرٕحء‬ ً‫ذٗى‬ )ٌٍٞٚٞ ٜٛ‫(ِكط‬ ‫لٛجػى‬ ‫ِؿّٛػس‬Offlineً١ّ‫ػ‬ ‫ذطكٍ٠ه‬ ‫جٌالػد‬ ُ‫٠م‬ ‫ق١ع‬ .‫ٖرىس‬ ‫ٌٍؼرس‬ ‫ٌؼرس‬ ٗ‫ضٗر‬ ‫ذطٍ٠مس‬Pac-Man‫ِهطٍفس‬ ْ‫أٌٛج‬ ِٓ ٜ‫ٚأغٍج‬ ْ‫ؾىٌج‬ ‫ِؿّٛػس‬ ٍٝ‫ػ‬ ٞٛ‫ضكط‬ ‫جٌٗرىس‬ . ٛ‫جٌم‬ ‫قٓد‬ ٍٝ‫ػ‬ ‫ِؼحو٠س‬ ٚ‫أ‬ ‫ٚى٠مس‬ ‫ٖهٛ١حش‬ ٚ‫أ‬ ،‫جٌطمح٠ٙح‬ ‫٠ؿد‬ ‫لطغ‬ ‫أٔٙح‬ ٍٝ‫ػ‬ ‫فّٙٙح‬ ٓ‫٠ّى‬‫جػى‬ ٍ١‫ضأغ‬ ً‫٠ّػ‬ ‫غحذص‬ ُ‫قؿ‬ ٚ‫ي‬ ‫ِؼحِالش‬ ‫ٖؼحع‬ ً‫ٖى‬ ٍٝ‫ػ‬ ‫جٌمٛجػى‬ ‫ِؿّٛػس‬ ً١‫ضّػ‬ ُّ‫ض‬ .‫جٌّطٌٛز‬ ‫ِؿّٛػس‬ ً١‫ضّػ‬ ٓ‫٠ّى‬ .‫ٍْٛوٙح‬ ‫ّف‬ٚٛ٠ ٗٔ‫أ‬ ‫وّح‬ ً١ّ‫جٌؼ‬ ‫ِغ‬ ٚ‫أ‬ ‫ذؼٟٙح‬ ‫ِغ‬ َ‫ضطٛحو‬ ‫ػٕىِح‬ ٜ‫جألغٍج‬
  • 29. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 28 ‫ّٛٞؼحش‬ّ‫ط‬ٌ‫ج‬ ‫ذحْطػٕحء‬ ‫جٌّكىو‬ ‫جٌٕٛع‬ ِٓ ْ‫وح‬ ‫جٌؿ١ٕٛضح٠د‬ .‫جٌطٍ٠مس‬ ‫ً٘ج‬ ً‫ذّػ‬ ‫جألٌؼحخ‬ ِٓ ‫ؾ١ىز‬ ‫جإلذطى‬.ٌٍّْ‫ج‬ ٟ‫جٌّكحو‬ ‫جٌٕٛع‬ ِٓ ْ‫وح‬ ُ١١‫جٌطم‬ ‫ضحذغ‬ .‫جت١س‬ 1.11.‫ٌدح‬ّ‫ه‬‫ان‬ ‫ألنؼاب‬ ‫لٌاػذ‬ ‫يجًٌػح‬ [ ‫جٌىٌجْس‬ ‫قٓد‬11َ‫لح‬ ‫فمى‬ ]Browneً‫ذٗى‬ ‫جٌٌٍٟٚ٠س‬ ‫جٌمٛجػى‬ ٍ٠ٛ‫ٌطط‬ َ‫ٔظح‬ ‫ذرٕحء‬ َ‫لح‬ Offlineٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جألٌؼحخ‬ ‫لٛجػى‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌؿ١ٕ١س‬ ‫جٌرٍِؿس‬ َ‫ذحْطهىج‬ ‫جٌٍٛق١س‬ ‫ٌألٌؼحخ‬ ( ‫ضؼر١ٍجش‬ ٌ‫وأٖؿح‬Expression Treesً١‫ذطّػ‬ ‫ضّٓف‬ ‫ّس‬١‫جٌٛٚف‬ ‫جٌٍغس‬ ًٖ٘ .‫ٚٚف١س‬ ‫ٌغس‬ َ‫ذحْطهىج‬ ) ،‫ِؼىٌس‬ ‫وحٔص‬ ‫جْطهىِٙح‬ ٟ‫جٌط‬ ‫جٌهٛجٌَِ١س‬ .‫ٖٙ١ٍز‬ ‫أٌؼحخ‬ ‫ف١ٙح‬ ‫ذّح‬ ‫ٛق١س‬ٌٍّ‫ج‬ ‫جألٌؼحخ‬ ِٓ ‫ٌؼىو‬ ‫جٌمٛجػى‬ ‫أٌٚٛ٠س‬ ُٙ‫ِٕٚك‬ ُٙ١ٍ‫ػ‬ ‫قحفع‬ ‫ٚئّٔح‬ ًِ‫وح‬ ً‫ذٗى‬ ُِٕٙ ٍٙ‫جٌطه‬ ُ‫٠ط‬ ٌُ ‫جٌّٕهفٟس‬ ‫جٌىفحءز‬ ٚٚ‫ي‬ ‫فحألذٕحء‬ ‫ٚي‬ ‫ِٕهفٟس‬ُ١١‫ضم‬ ‫ضحذغ‬ ِٓ ١١ٍ‫ن‬ ْ‫وح‬ ُ١١‫م‬ّ‫ط‬ٌ‫ج‬ ‫ضحذغ‬ .‫جٌكٍٛي‬ ‫ِؿّٛػس‬ ‫ضٕٛع‬ ٍٝ‫ػ‬ ‫جٌكفحظ‬ ً‫أؾ‬ ِٓ ‫ٌه‬ .‫غحذص‬ ٟ‫ِكحو‬ ُ١١‫ضم‬ ‫ٚضحذغ‬ ٍٖ‫ِرح‬ 1.11.‫انغثاق‬ ‫ألنؼاب‬ ‫يغاساخ‬ [ ‫جٌىٌجْس‬ ‫قٓد‬11َ‫لح‬ ‫فمى‬ ،]Togelius et alَ‫ٔظح‬ ‫ذرٕحء‬online/offline‫ذطٌٛ١ى‬ َٛ‫٠م‬ ‫قٓد‬ ٌٍٞٚٞ ٍ١‫غ‬ ٚ‫أ‬ ٌٍٞٚٞ ٜٛ‫ِكط‬ ْٛ‫٠ى‬ ‫(لى‬ ‫ِٓحٌجش‬‫أٌؼحخ‬ ً‫أؾ‬ ِٓ )‫جٌٍؼرس‬ ُ١ّٛ‫ض‬ ُ‫٠ط‬ ُ‫غ‬ ِٓٚ .‫غحذص‬ ‫٠ٛي‬ ٚ‫ي‬ ‫ِؼحِالش‬ ‫ٖؼحع‬ َ‫ذاْطهىج‬ ٍٖ‫ِرح‬ ً‫ذٗى‬ ‫جٌّٓحٌجش‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌٓرحق‬ َ‫ذاْطهىج‬ ‫جٌٗؼحع‬ ‫ً٘ج‬ ‫ضٍؾّس‬b-splines‫ِٕك١حش‬ ِٓ ‫(ِؿّٛػس‬Bezierٌ‫ِٓح‬ ‫ّف‬ٍ‫ضؼ‬ ٟ‫جٌط‬ ) ١ٟ‫ضف‬ ٟ‫ٚ٠ٍجػ‬ ‫جٌؿحِى‬ ٟ‫جٌّكحو‬ ‫جٌٕٛع‬ ِٓ َ‫جٌّٓطهى‬ ُ١١‫م‬ّ‫ط‬ٌ‫ج‬ ‫ضحذغ‬ .‫جٌكٍرس‬ٜٛ‫ِكط‬ ‫إلٔٗحء‬ ‫جٌالػد‬ ‫الش‬ ُ‫جٌطكى‬ ُ‫٠ط‬ ‫ْ١حٌز‬ ً‫ٖى‬ ٍٝ‫ػ‬ ً١ّ‫ػ‬ َ‫ذحْطهىج‬ ّٗ١١‫ضم‬ ُ‫ض‬ ًّ‫ِكط‬ ٌٛ‫ِط‬ ٜٛ‫ِكط‬ ً‫و‬ .ٗ‫يٚل‬ ‫ِغ‬ ٖٝ‫٠طّح‬ ٌ‫جٌّٓح‬ ‫وفحءز‬ .‫ٌٍٓ١حٌز‬ ْ‫جإلٔٓح‬ ‫ل١حوز‬ ‫ٍْٛن‬ ٟ‫ٌطكحو‬ ‫ِٓرمح‬ ‫ضىٌ٠رٙح‬ ُ‫ض‬ ‫ػٛرٛٔ١س‬ ‫ٖرىس‬ َ‫ذحْطهىج‬ ‫ف١ٙح‬ ‫ج‬ ‫جٌٍٓػس‬ ٓ١‫ذ‬ ‫جٌفٍق‬ 8ٌ‫جٌّّٟح‬ ٍٝ‫ػ‬ ‫جٌٓ١حٌز‬ ‫أوجء‬ ٍٝ‫ػ‬ ‫ضؼطّى‬َ‫مى‬ّ‫ط‬ٌ‫ج‬ ٌ‫ِمىج‬ ،ٍٜ‫ٚجٌٛغ‬ ّٝ‫ٌؼظ‬ .ٌ‫جٌّّٟح‬ ٍٝ‫ػ‬ ٍَ‫جٌّك‬
  • 30. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 29 1.11.‫فضاء‬ ‫نهؼثح‬ ‫أعهذح‬ ‫ذطٌّش‬ َ‫لح‬Hastings et al [3].‫ذكػ١س‬ ٜٛ‫ِكط‬ ‫ذٕحء‬ ‫نٛجٌَِ١س‬ َ‫ذحْطهىج‬ ٓ١‫جٌالػر‬ ‫ِطؼىوز‬ ‫ٌؼرس‬ ‫ذرٕحء‬ ‫أػىجء‬ ‫ِغ‬ ‫جٌّٛجؾٙحش‬ ِٓ ‫ِؿّٛػس‬ ٜٛ‫ٚن‬ ‫فٟحء‬ ‫ٍِورس‬ ‫ل١حوز‬ ٓ١‫جٌالػر‬ ٍٝ‫ػ‬ ‫جٌّطٌٛز‬ ‫جٌٍؼرس‬ ٟ‫ف‬ ٍِ‫أ‬ ‫جألٍْكس‬ ِٓ ‫ؾ١ىز‬ ‫ِؿّٛػس‬ ‫ق١حَز‬ ٓ‫ٌٚى‬ ٌٞ‫ئنط١ح‬ ٜٛ‫ِكط‬ ٛ٘ ‫ّالـ‬ٌٓ‫(ج‬ ‫أٍْكس‬ ‫ٚؾّغ‬ ‫جٌٍؼرس‬ ٟ‫ف‬ َ‫مى‬ّ‫ط‬ٌ‫ج‬ ‫ضكم١ك‬ ً‫أؾ‬ ِٓ ٌٍٍٖٞٚٞ‫ِرح‬ ٍ١‫غ‬ ً١‫ضّػ‬ َ‫ذاْطهىج‬ ‫ِّػٍس‬ ‫وحٔص‬ ‫جألٍْكس‬ .) ‫ػٛرٛٔ١س‬ ‫ٖرىس‬ ‫ٚذٕ١س‬ ْ‫أَٚج‬ ‫أٔٙح‬ ٍٝ‫ػ‬ ‫جألٖؼس‬ ًٖ٘ ٍ١ٓ‫ضف‬ ُ‫ٚ٠ط‬ ،‫جأل٠ٛجي‬ ‫ِطغ١ٍز‬ ‫أٖؼس‬ ‫وّؿّٛػس‬ ‫ذحٌٓالـ‬ ٘‫جٌهح‬ ‫جٌؿُت١حش‬ ‫ذـّكٍن‬ ُ‫ضطكى‬ ‫ذىٌٚ٘ح‬ ٟ‫ٚجٌط‬(Particle Engine). ‫ْالـ‬ ً‫و‬ ‫وفحءز‬ .ٍٟ‫جٌطفحػ‬ ‫جٌٕٛع‬ ِٓ َ‫جٌّٓطهى‬ ‫جٌىفحءز‬ ‫ضحذغ‬َ‫لح‬ ٟ‫جٌط‬ ‫جٌٍّجش‬ ‫ػىو‬ ٍٝ‫ػ‬ ‫ضؼطّى‬ ‫ف١ٙح‬ ٟ‫ذم‬ ٟ‫جٌط‬ ‫جٌفطٍز‬ ٌٝ‫ٚئ‬ ،‫جٌٓالـ‬ ‫ً٘ج‬ ٌ‫ٚجنط١ح‬ ‫ذحٌٍؼرس‬ ٘‫جٌهح‬ َ‫جٌّهى‬ ٌٝ‫ئ‬ ‫ذحٌٌٛٛؼ‬ ِْٛ‫جٌّٓطهى‬ .َ‫ئْطهىج‬ ْٚ‫و‬ ‫جٌالػد‬ ‫ضٍْحٔس‬ ّٓٞ ‫جٌٓالـ‬ ‫ً٘ج‬ 1.14.‫نهؼثح‬ ‫انًشادم‬ ‫ذصًْى‬Super Mario Bros َ‫لح‬Pedersen et al [12]ٗ‫وٌجْط‬ ٟ‫ف‬ٍ١‫ضغ‬ ‫ٌ١ؿؼٍٙح‬ ٛ٠ٌ‫ِح‬ ٌ‫جٌّٛى‬ ‫ِفطٛقس‬ ‫جٌٍؼرس‬ ٍٝ‫ػ‬ ً٠‫ذطؼى‬ ً‫ذٗى‬ ً‫جٌٍّجق‬ ً١‫ضّػ‬ ُ‫ض‬ .‫جٌالػد‬ ‫ٌغرحش‬ ‫ِغ‬ ٖٝ‫ٌططّح‬ ‫ِكطٛج٘ح‬very indirectlyً‫ٖى‬ ٍٝ‫ػ‬ ّٚٛ٠ ٍ١ٛ‫ل‬ ‫ِؼحِالش‬ ‫ٖؼحع‬‫جٌهٛجٌَِ١س‬ َٛ‫ضم‬ .‫جٌٍّقٍس‬ ّٓٞ ٟ‫ف‬ ‫ٚضّٛٞؼٙح‬ ٍ‫جٌكف‬ ‫ػىو‬ ‫ف‬ ‫ػٗٛجت‬ ً‫ذٗى‬ ‫وحٍِس‬ ‫ٍِقٍس‬ ‫ٌرٕحء‬ ‫جٌّؼٍِٛحش‬ ًٖ٘ َ‫ذحْطهىج‬.ٟ ٍٖ‫ِرح‬ ُ١١‫جٌطم‬ ‫ضحذغ‬data-drivenَ‫ذاْطهىج‬ َٛ‫ضم‬ ‫ػٛرٛٔ١س‬ ‫ٖرىحش‬ َ‫جْطهى‬ .ّٙٛ‫ِٚه‬ ،‫(جٌّطؼس‬ ‫جٌالػد‬ ٍ‫ذّٗحػ‬ ‫ٌٍطٕرإ‬ ‫جٌالػد‬ ‫ألٍْٛخ‬ ‫ّفس‬ِٚٛ ‫ِٚؼحِالش‬ ‫ٌٍؼرس‬ ‫ّفس‬ٌّٚٛ‫ج‬ ‫جٌّؼحِالش‬ ّٓٞ ٍ١٠‫جٌّؼح‬ ‫وأقى‬ ‫جٌؼٛرٛٔ١حش‬ ‫جٌٗرىحش‬ ‫نٍؼ‬ َ‫ئْطهىج‬ ُ‫ٚ٠ط‬ )ًٌٍّ‫ج‬ ،‫جٌطؼد‬ ،٠‫جإلقرح‬ ،ٞ‫جٌطكى‬ ‫جٌىف‬ ‫ضحذغ‬.ٓ١‫الػر‬ ‫ِؿّٛػس‬ ِٓ ‫ضؿّ١ؼٙح‬ ُ‫ض‬ ‫ػ١ٕحش‬ َ‫ذحْطكىج‬ ‫جٌؼٛرٛٔ١س‬ ‫جٌٗرىحش‬ ‫ضىٌ٠د‬ ُ‫ض‬ .‫حءز‬
  • 31. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 30 1.13.‫انًذسًعح‬ ‫انهؼثح‬‫انذساعح‬ ‫ىزه‬ ِ‫ف‬ ٛ٠ٌ‫ِح‬ ‫ٌؼرس‬ ٟ٘ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫جٌّىٌْٚس‬ ‫جٌٍؼرس‬ ْ‫فا‬ ‫ْحذمح‬ ‫ضىٍّٕح‬ ‫وّح‬Super Mario Bros ‫ذٕٓهس‬ ‫ٚجٌّطٌٛز‬Javaً‫لر‬ ِٓPedersen [12]٠ٌ‫ِح‬ ‫ٌؼرس‬ ٌ‫جنط١ح‬ ُ‫٠ط‬ .‫جٌىٌجْحش‬ ِٓ ٍ١‫وػ‬ ٟ‫ف‬ ٛ ‫جٌؼى٠ى‬ ‫٠ٍ٠مٙح‬ ٓ‫ػ‬ ‫جْطهٍجؼ‬ ٓ‫٠ّى‬ ‫والْ١ى١س‬ ‫وٍؼرس‬ ‫ِّطحَز‬ ‫ضؿؼٍٙح‬ ٙ‫نٛحت‬ ِٓ ‫ٌٙح‬ ‫ٌّح‬ ‫جٌركػ١س‬ .‫جإلقٛحت١س‬ ‫ٚجٌّؼٍِٛحش‬ ‫جٌىٌجْحش‬ ِٓ
  • 32. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 31
  • 33. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 32 ‫انشاتغ‬ ‫انفصم‬ ‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬
  • 34. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 33
  • 35. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 34 4.‫انالػة‬ ‫ين‬ ‫انًغرشجؼح‬ ‫انًشاػش‬ ‫دساعح‬ 4.4.‫انهؼة‬ ‫يرؼح‬Fun ‫جٌٍّكٛظ‬ ٟ‫جإلقٛحت‬ ١‫جٌطٍجذ‬ ٍٝ‫ػ‬ ‫جٌكٛٛي‬ ُ‫٠ط‬statistically significant correlations ‫جٌـ‬ ‫قىٚو‬ ٟ‫ف‬ ْٛ‫٠ى‬ ‫ِح‬ ‫ٚغحٌرح‬ ٍٜ‫أن‬ ٌٝ‫ئ‬ ‫وٌجْس‬ ِٓ ‫٠هطٍف‬ ًٌٞ‫(ٚج‬1.‫ِ١ُجش‬ ‫ػىز‬ ‫نالي‬ ِٓ )% ‫جٌٍضد‬ ‫ٍْ٠ؼس‬ ‫ٌؼرس‬ ِٓ ‫جٌالػد‬ ‫جْطّطحع‬ ٜ‫ِى‬ ٓ‫ػ‬ ‫ٌٚٛز‬ ٍُْ٠ ١‫جٌطٍجذ‬ ‫ً٘ج‬ ً‫ِػ‬ ‫ٚؾٛو‬fast paced gameٟ‫ٚجٌط‬َ‫ٚضمى‬ ً‫ضفحػ‬ ‫غحٌرح‬ ّٟٓ‫ضط‬progressِٓ ٍ١‫ٚجٌىػ‬ ،‫ػد‬ ّ‫ٌال‬ ٍّ‫ِٓط‬ .ُٙ١ٍ‫ػ‬ ‫ٚجٌمٟحء‬ ٍُٙ‫لط‬ ُ‫٠ط‬ ٓ٠ًٌ‫ج‬ ‫جألػىجء‬ ‫ٚػىو‬ ،ٝ‫جٌٍو‬ ٟ‫ف‬ ‫جٌٛجٌوز‬ ‫جٌّمحٌٔس‬ ‫قٓد‬ ٝ‫جٌرؼ‬ ‫٠مٛي‬ ْ‫أ‬ ٓ‫جٌّّى‬ ِٓ[1]ْ‫أ‬ ٓ‫٠ّى‬ ‫جٌٍؼد‬ ‫ِطؼس‬ َٛٙ‫ِف‬ ٗٔ‫أ‬ ‫جالٔٓ١حخ‬ َٛٙ‫ِف‬ ّٓٞ ‫٠ٛٞغ‬flowَ‫ذطمى‬ َٛ‫٠م‬ ‫جٌالػد‬ ْ‫ذأ‬ ‫٠مٛي‬ ًٌٞ‫ٚج‬ ،progress‫جٌٍؼد‬ ‫أغٕحء‬ ٟٔ‫ِطٛج‬ ٍ١‫غ‬unhinderedٞ‫جٌطكى‬ ِٓ ‫ٖ١ثح‬ ‫ِؼ١ٕس‬ ‫ٔٓرس‬ ّٟٓ‫٠ط‬ ‫جالٔٓ١حخ‬ َٛٙ‫ِف‬ ٓ‫ٌٚى‬ Challenge‫ِ١ُز‬ ٞ‫أ‬ ‫٠ٛؾى‬ ‫ال‬ ٌٟ‫ٚذحٌطح‬ )‫القمح‬ ٗ‫ٍٖق‬ ُ‫ْ١ط‬ ًٌٞ‫(ج‬featureٟ‫ف‬ ٞ‫جٌطكى‬ ُ١ّ‫ض‬ ‫لى‬ .‫جٌكحٌس‬ ًٖ٘‫جأل‬ ٍٝ‫ٚػ‬ ،‫ٍْٙس‬ ْٛ‫ضى‬ ‫ػٕىِح‬ ‫ذحٌٍؼرس‬ ْٛ‫جٌالػر‬ ‫٠ٓطّطغ‬ ْ‫أ‬ ًّ‫جٌّطكط‬ ِٓ‫ػٕىِح‬ ‫ِػال‬ ً‫ل‬ ٟ‫ف‬ ‫جٌّمىِس‬ ‫جٌىٌجْس‬ ‫قٓد‬ .‫جٌٍؼرس‬ ِٓ ‫ٚجقىز‬ ‫ٍِقٍس‬ ْٛ‫٠ٍؼر‬[1]‫ِطؼس‬ ٌ‫ِؼ١ح‬ ْٛ‫٠ى‬ ‫ِح‬ ‫غحٌرح‬ ٗٔ‫فا‬ ‫جٌٍؼد‬fun‫ٌألقىجظ‬ ‫ِؼمى‬ ًٍٓٓ‫ذط‬ ْٛ‫ٚ٠ى‬ ‫وػ١ٍز‬ ًِ‫ذؼٛج‬ ٍ‫ِطأغ‬complex chains of events ‫جٌٍؼد‬ ‫ِ١ُجش‬ ٓ١‫ذ‬ ‫جٌؼاللس‬ ‫ٚؾٛو‬ ُ‫ضىػ‬ ‫ذٕظٍ٠س‬ ًٛ‫ٚ٠ط‬gameplay features‫ٚجالْطّطحع‬ enjoyment. 4.4.ُ‫انرذذ‬Challenge ‫ِ١ُجش‬ ‫ػىز‬ ‫ٕ٘حن‬features،‫جألػىجء‬ ِٓ ٍ١‫ور‬ ‫ػىو‬ ‫وٛؾى‬ .ٞ‫جٌطكى‬ ‫ِغ‬ ٍ١‫ٚور‬ ‫ٚغ١ك‬ ً‫ذٗى‬ ١‫ضٍضر‬ ٍٝ‫ػ‬ ‫جٌٛجقىز‬ ‫جٌٍّقٍس‬ ٟ‫ف‬ ‫جٌىٌٚع‬ ٚ‫أ‬ ‫جٌطحلس‬ ‫َ٠حوز‬ ‫وحتٕحش‬ ‫ػىو‬ ٍ‫٠إغ‬ ‫وّح‬ ،‫جألػىجء‬ ‫٘إالء‬ ‫ٚلٛز‬ .‫ف١ٙح‬ ٞ‫جٌطكى‬ ٜٛ‫ِٓط‬ 4.4.‫اإلدثاط‬Frustration ‫غح‬ ْٛ‫ٚضى‬ٍٝ‫ػ‬ ‫جػطّحوج‬ َ‫ػح‬ ً‫ذٗى‬ ‫جألٌؼحخ‬ ٟ‫ف‬ ‫ٌرح‬[1]‫أغٕحء‬ ٌٍ‫ِطى‬ ً‫ذٗى‬ ‫٠مف‬ ‫جٌالػد‬ ْ‫أ‬ ً‫ذٗى‬ ‫ذحٌٍّقٍس‬ َٛ‫جٌف‬ َ‫ػى‬ ‫قحٌس‬ ٟ‫ف‬ ٚ‫أ‬ ،ٗ‫٠ٍ٠م‬ ٟ‫ف‬ ‫ِح‬ ‫ػمرس‬ َٚ‫ضؿح‬ ‫و١ف١س‬ ٟ‫ف‬ ٍ‫٠فى‬ ‫ػٕىِح‬ ‫ٚيٌه‬ ‫جٌٍؼد‬ ‫ٌؼرس‬ ٌ‫ِىج‬ ٍٝ‫ػ‬ ‫جألػىجء‬ ِٓ ٞ‫أ‬ ً‫لط‬ َ‫ٚػى‬ ‫جٌٍّجش‬ ِٓ ٍ١‫ور‬ ‫ػىو‬ ‫جٌّٛش‬ ‫ِػال‬ ‫ؾٍجء‬ ‫ف١ٙح‬ ‫ٚجٌهٓحٌز‬ .‫وحٍِس‬
  • 36. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 35 4.4.‫انرخًْن‬ ‫لاتهْح‬Predictability ‫قٓد‬ ٍ‫جٌّٗحػ‬ ًٖ٘ ‫ضٛؾى‬[1]‫ٔٓرس‬ ‫ٚؾٛو‬ ٍٝ‫ػ‬ ‫٠ىي‬ ‫ٚيٌه‬ ،‫ذٕؿحـ‬ ‫ِح‬ ‫ٍِقٍس‬ ‫جٌالػد‬ ُُّ‫ُط‬٠ ‫ػٕىِح‬ ‫نالي‬ ِٓ ‫ذؿّؼٙح‬ َ‫لح‬ ٟ‫جٌط‬ ٗ‫نرٍض‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫ذحٌٍّقٍس‬ َٛ‫ذحٌف‬ َ‫لح‬ ٛٙ‫ف‬ ،ٗ٠‫ٌى‬ ‫جٌهرٍز‬ ِٓ ‫ؾ١ىز‬ ‫ِٕٙح‬ ‫جٌّٕحْرس‬ ‫جٌٍؼد‬ ‫ٚذطٍ٠مس‬ ‫غحٌرح‬ ‫ٌٍٍّقٍس‬ ٗ‫ِؼٍفط‬.َٛ‫جٌف‬ ‫ٌطكم١ك‬ 4.4.‫ًانًهم‬ ‫انضجش‬Boredom ٍٜ‫ذؼ‬ ٍ‫قف‬ ٍٝ‫ػ‬ ‫ٍِجٌج‬ ُ‫جٌمف‬ ‫وطٍد‬ ‫ػد‬ ّ‫ٌال‬ ‫أق١حٔح‬ ‫ؾىج‬ ‫ٍْٙس‬ َ‫ِٙح‬ ‫ٚؾٛو‬ ‫٘١ثس‬ ٟ‫ف‬ ٍ‫جٌٟؿ‬ ْٛ‫٠ى‬ ٟ‫ف‬ ‫جٌىٌجْس‬ ‫ذ١ٕص‬ .‫ؾىج‬ ٍ١‫ٚغ‬[1]ّٗٔ‫أ‬ٛ٠ٌ‫ِح‬ ‫ٌؼرس‬ ٟ‫ف‬Marioٟ‫نط‬ ‫ٍْٛن‬ ‫ٕ٘حن‬ ْ‫أ‬ ‫ِػال‬ .ٗ١‫ف‬ ُ‫ضطكى‬ ‫ٚجقىز‬ ‫ِٚ١ُز‬ ًٌٍّ‫ج‬ ٓ١‫ذ‬ ١‫٠ٍذ‬ ‫ٌٍّٕٛيؼ‬ 4.4.‫ع‬َ‫ض‬َ‫انج‬Anxiety ‫قٓد‬[1]‫ؾّ١غ‬ ْ‫فا‬‫جٌّٓحش‬ََُ‫جٌؿ‬ ‫ِغ‬ ‫ِطٍجذطس‬ ْٛ‫ضى‬ ٟ‫جٌط‬‫لحذٍ١س‬ ‫ِغ‬ ‫ِطٍجذطس‬ َ‫ح‬‫غحٌر‬ ْٛ‫ضى‬ ‫ع‬ ٓ١ّ‫جٌطه‬Predictability‫جٌالػد‬ ْ‫ذأ‬ ٟٕ‫ضؼ‬ ٟ‫ٚجٌط‬ ،‫ِؼىْٛس‬ ْٛ‫ضى‬ ‫جٌؼاللحش‬ ُ١‫ل‬ ‫غحٌرح‬ ٓ‫ٌٚى‬ ، .ٓ١ّ‫ٌٍطه‬ ‫لحذٍ١س‬ ً‫أل‬ ‫جٌٍّقٍس‬ ‫وحٔص‬ ‫وٍّح‬ ‫ؾُػح‬ ٍ‫أوػ‬ ْٛ‫٠ى‬ ‫غحٌرح‬
  • 37. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 36
  • 38. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 37
  • 39. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 38 ‫انفصم‬‫انخايظ‬ ‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬
  • 40. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 39
  • 41. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 40 4.‫كايم‬ ‫تشكم‬ ‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬ 4.4.‫انثذصْح‬ ‫انذساعح‬ ‫يخطظ‬ ‫ٍٖـ‬ ُ‫ْ١ط‬ .ٓ١‫ٍِقٍط‬ ‫أٚي‬ ١‫فم‬ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫٠ّٕٙح‬ ،‫جٌطحٌ١س‬ ‫جألٌذؼس‬ ‫جٌّهططحش‬ ِٓ َ‫جٌٕظح‬ ‫٠طأٌف‬ .‫القمح‬ ً١ٛ‫ذحٌطف‬ ‫ٍِقٍس‬ ً‫و‬ ‫ط‬ ٍٝ‫ػ‬ ‫ذحالػطّحو‬ ً‫جٌٍّجق‬ ‫ضٌٛ١ى‬ ِٓ ٌٝٚ‫جأل‬ ‫جٌٍّقٍس‬ ‫ضطأٌف‬‫جٌّٓحش‬‫جٌّطكىّس‬Controllable featuresِٕٗ ‫ٚ٠طٍد‬ ‫ٌالػد‬ ْ‫ٌؼرطح‬ َ‫ضمى‬ ‫ق١ع‬ ‫جٌّؼط١حش‬ ‫ؾّغ‬ ‫ٍِقٍس‬ ٟ٘ ‫جٌطحٔ١س‬ ‫جٌٍّقٍس‬ ْٛ‫ضى‬ . Phase-3: Preference Modelling Phase-4: Adaptive Modeler Controllable features Gameplay features Prediction of player’s emotion Enforced Controllable features Gameplay features Exhaus tive Prediction of player’s emotion Phase-1: Levels Generation Level Generator Phase-2: Data Collection Levels A B Gameplay Features Visual BehaviourIn-game Events Questionnaire 4-AFS Level Rating Controllable Features
  • 42. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 41 ٟ‫ف‬ ٗ٠‫ٌأ‬ ْ‫ٚذ١ح‬ ‫جٌػالظ‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌٕٛجـ‬ ِٓ ًٟ‫أف‬ ‫أ٠ّٙح‬ ْ‫ذ١ح‬‫جٌػحٌػس‬ ‫جٌٍّقٍس‬ .‫قىج‬ ٍٝ‫ػ‬ ‫ٍِقٍس‬ ً‫و‬ ٘‫نٛج‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ‫جٌالػد‬ ِٓ ‫جٌّٓطٍؾؼس‬ ‫جٌٗؼٌٛ٠س‬ ‫ذحٌٕٛجـ‬ ‫٠طٕرأ‬ ‫ّٔٛيؼ‬ ‫ٌرٕحء‬ ٟ٘ ‫ٚجٌٍجذؼس‬ ٌٗ ‫جٌٍؼد‬Gameplay features‫ذكػ١س‬ ‫وٌجْس‬ ٟ‫ف‬ ٓ١‫جٌّٕٛيؾ‬ ٓ٠ً٘ ٓ‫ػ‬ ‫جٌُّ٠ى‬ ‫لٍجءز‬ ٓ‫٠ّى‬ . .‫ٌٕح‬ ٍٜ‫أن‬
  • 43. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 42
  • 44. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 43
  • 45. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 44 ‫انفصم‬‫انغادط‬ ‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬
  • 46. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 45 4.ٌٍ‫انًذر‬ ‫ذٌنْذ‬ ‫أجم‬ ‫ين‬ ‫انالػة‬ ‫خثشج‬ ‫نًزجح‬ 4.4.‫انرطٌسّح‬ ‫انؼصثٌنْح‬ ‫طشّك‬ ‫ػن‬ ‫انرفضْم‬ ‫ذؼهى‬Neuro-evolutionary Preference Learning through Player Modeling ً‫ف‬ ‫المقترحة‬ ‫للطرٌقة‬ ‫الرئٌسٌة‬ ‫المكونات‬ ‫السابق‬ ‫الشكل‬ ‫ٌوضح‬[1].‫الالعب‬ ‫من‬ ‫التفضٌل‬ ‫لتعلم‬ ‫القسم‬ ً‫ف‬ ‫تظهر‬ ‫التفضٌل‬ ‫تعلم‬ ‫عملٌة‬ ‫بٌنما‬ ،‫الالعب‬ ‫نمذجة‬ ‫زٌادة‬ ‫ٌوضح‬ ‫الشكل‬ ‫من‬ ‫األعلى‬ ‫القسم‬ ‫من‬ ‫مجموعة‬ ‫استخراج‬ ‫ٌتم‬ ،‫المقاربة‬ ‫هذه‬ ً‫ف‬ .‫األسفل‬‫السمات‬(features‫من‬ ‫مجموعة‬ ‫من‬ ) ( ‫اللعب‬ ‫مٌزات‬ ً‫ه‬ ً‫والت‬ ‫لالعبٌن‬ ‫المسجلة‬ ‫اللعبة‬ ‫بٌانات‬gameplay features‫معالجة‬ ‫وٌتم‬ ) ‫هذه‬‫السمات‬( ‫مٌزات‬ ‫اختٌار‬ ‫خوارزمٌة‬ ‫طرٌق‬ ‫عن‬feature selection algorithm‫الختٌار‬ ) ‫مجموعة‬‫السمات‬ً‫التفضٌل‬ ‫النموذج‬ ‫تطبٌق‬ ‫عند‬ ‫أداء‬ ‫أعلى‬ ً‫تعط‬ ً‫الت‬ ‫مالئمة‬ ‫األكثر‬ (preference model‫من‬ ‫المجموعة‬ ‫هذه‬ ‫بٌن‬ ‫ٌقابل‬ ‫أن‬ ‫ٌتعلم‬ ً‫التفضٌل‬ ‫النموذج‬ ‫أن‬ ‫حٌث‬ ،) ‫ا‬‫لسمات‬.‫اللعبة‬ ً‫العب‬ ‫من‬ ‫عنها‬ ‫اإلخبار‬ ‫ٌتم‬ ً‫الت‬ ‫التفضٌل‬ ‫وبٌانات‬ ً‫ف‬ ‫المقترح‬ ‫الموسع‬ ‫النموذج‬ ً‫ف‬[1]‫نموذج‬ ‫إلنشاء‬ ‫اللعب‬ ‫مٌزات‬ ‫من‬ ‫أخرى‬ ‫مجموعة‬ ‫اختٌار‬ ‫ٌتم‬ ‫متنبئ‬ ‫التوسعة‬ ‫هذه‬ ‫إنشاء‬ ‫ٌؤمن‬ ،‫الالعب‬ ‫بتصنٌفات‬ ً‫التفضٌل‬ ‫النموذج‬ ‫ٌغذي‬ ‫والذي‬ ‫لالعب‬ ( ‫للتفضٌل‬preference predictor).‫اسلوبه‬ ‫أو‬ ‫الالعب‬ ‫سلوك‬ ‫عن‬ ‫صرٌح‬ ‫مؤشر‬ ‫مع‬ ‫الدراسة‬ ‫هذه‬ ً‫ف‬[1]( ‫المنبثقة‬ ً‫الذات‬ ‫التنظٌم‬ ‫خرائط‬ ‫استخدام‬ ‫تم‬Emergent self-organizing maps‫أو‬ )ESOM‫كدراسة‬ ‫وسنضعها‬ ‫هنا‬ ‫نستخدمها‬ ‫لن‬ ً‫والت‬ ‫الالعبٌن‬ ‫لنمذجة‬ ‫كاختصار‬
  • 47. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 46 .‫الالعب‬ ‫تفضٌالت‬ ‫لتعلم‬ ‫التطورٌة‬ ‫العصبونٌة‬ ‫و‬ ،‫مستقبلٌة‬‫نمو‬‫الدراسة‬ ً‫ف‬ ً‫النهائ‬ ‫التفضٌل‬ ‫ذج‬ ( ‫خطٌة‬ ‫غٌر‬ ‫واحدة‬ ‫بٌرسٌبترون‬ ‫طبقة‬ ‫هو‬ ‫الطور‬ ‫ثنائٌة‬ ‫المقاربة‬ ‫انتهاء‬ ‫بعد‬ ‫السابقة‬Non-linear SLP‫المعطى‬ ‫الالعب‬ ‫ونمط‬ ‫ُختارة‬‫م‬ ‫لعاب‬ ‫مٌزات‬ ‫مجموعة‬ ‫من‬ ‫علٌها‬ ‫تدربت‬ ‫تفضٌالت‬ ‫تتوقع‬ ) ‫بواسطة‬ESOM‫ال‬ ‫لتصنٌف‬ ‫اللعب‬ ‫مٌزات‬ ‫من‬ ‫أخرى‬ ‫مجموعة‬ ‫تستخدم‬ ً‫الت‬.‫العبٌن‬‫اختٌار‬ ‫تم‬ ‫أجل‬ ‫من‬ ‫مناسبة‬ ‫إحصائٌة‬ ‫مٌزات‬SLP‫و‬ESOM( ً‫األمام‬ ً‫التسلسل‬ ‫االختٌار‬ ‫طرٌق‬ ‫عن‬SFS) ‫الختٌار‬ ‫كطرٌقة‬‫السمات‬.‫المأخوذ‬ ‫النموذج‬ ‫وسنذكر‬ ،‫درستنا‬ ‫عن‬ ‫السابق‬ ‫النموذج‬ ‫ٌختلف‬ .ً‫ٌل‬ ‫فٌما‬ ‫بالتفصٌل‬ 4.4.‫انهؼثح‬ ‫نؼة‬ ‫تؼذ‬ ‫ؼادج‬ًُ‫ان‬ ‫انالػة‬ ‫خثشج‬Reported player’s experience of playing the game ِٓ ِ‫ٚضمح‬ْ‫جْطر١ح‬ ‫نالي‬ِٓ ‫ف‬ٌّ‫ِإ‬2ٌ‫ن١ح‬‫ٓأي‬ُ‫ض‬ )‫ّس‬٠ٍٓ‫(ل‬ ‫ِٓرمح‬ ‫وز‬ّ‫ى‬‫ِك‬ ‫ن١حٌش‬ ‫يجش‬ ‫جش‬ ‫ػد‬ ّ‫ٌال‬‫ذؼى‬‫أ‬‫أَٚجؼ‬ ِٓ ٓ١ٕ‫جغ‬ ‫ٌؼد‬ ْ( ‫جٌٍؼرس‬Game Pairٓ‫٠ّى‬ ٟ‫جٌط‬ ‫ذحٌّّ١ُجش‬ ٓ١‫(ِهطٍفط‬ ) ‫جٌٍؼرس‬ ٟ‫ف‬ ‫ذٙح‬ ُ‫جٌطكى‬Controllable featuresٗ٠‫ٌأ‬ ‫إلػطحء‬ ‫ٚيٌه‬ )ٗ‫ذٍؼر‬ َ‫لح‬ ًٌٞ‫ج‬ ‫جٌٍؼد‬ ‫ذُٚؼ‬ .ُّ١‫جٌّم‬ ‫جٌرٍٚضىٛوٛي‬ ‫ٍٖـ‬ ُ‫ْٚ١ط‬ .‫جٌٍؼرس‬ ‫ٌؼد‬ ‫ػٕىِح‬ ٗ‫آضط‬ ‫لى‬ ٟ‫جٌط‬ ٍ‫جٌّٗحػ‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ 4.4.ِ‫انرجشّث‬ ‫ًانثشًذٌكٌل‬ ‫ؼادج‬ًُ‫ان‬ ‫انالػة‬ ‫خثشج‬Reported player experience and experimental protocol ٟ‫ف‬ ‫جٌّمطٍقس‬ ‫جٌطؿٍ٠ر١س‬ ّ‫ٔف‬ ً‫ذأن‬ ‫لّٕح‬[17]‫قٓد‬[1]‫ٚج‬ٓ١‫َٚؾ‬ ‫جٌالػد‬ ‫٠ٍؼد‬ ْ‫أ‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٟ‫ٌط‬ ‫جٌٍؼرس‬ ‫أَٚجؼ‬ ِٓ‫ضرؼح‬ ‫ٚيٌه‬ ‫ِكىوز‬ ‫ن١حٌجش‬ ‫يجش‬ ‫أْثٍس‬ ‫أٌذغ‬ ٓ‫ػ‬ ‫ذحإلؾحذس‬ ‫جٌالػد‬ َٛ‫٠م‬ ‫ٚذؼى٘ح‬ ( ‫نحٞٙح‬ ٟ‫جٌط‬ ٍ‫ٌٍّٗحػ‬Emotional Preference‫ذرٍضٛوٛي‬ ٌّّٝٓ‫ٚج‬ )‫َّدج‬‫ذ‬‫ذ‬ُ‫ي‬ ‫ذثادّم‬ ‫أستغ‬ ‫انخْاساخ‬(4-alternative forced choice (4-AFS)ًٌٞ‫ٚج‬ )8ً‫جٌٗى‬ ٍٝ‫ػ‬ ٗ‫ن١حٌجض‬ ْٛ‫ضى‬ ‫اللعبة‬A[B]‫أكثر‬ ‫كانت‬E‫اللعبة‬ ‫من‬B[A]‫بالعكس‬ ‫(أو‬ .-‫محددٌن‬ ‫لخٌارٌن‬ ‫تبدٌلٌن‬ )ً‫ا‬‫حصر‬ ‫كانتا‬ ‫اللعبتٌن‬ ‫كلتا‬E. ‫غٌر‬ ‫كانتا‬ ‫اللعبتٌن‬ ‫كلتا‬E. ‫ق١ع‬E‫ٚؾىجٔ١س‬ ‫قحٌس‬ ٟ٘(Emotion)ٚ ‫جٌطكم١ك‬ ‫ضكص‬‫ض‬ ‫ل١ّح‬ ً‫ضأن‬ٍٝ‫ػ‬ ٞٛ‫كط‬ً‫جٌطىجن‬ ( "‫"جالٔىِحؾ١س‬Engagement)ّ‫ى‬‫ٚضك‬ ،‫٠ح‬(Challenge)،( ٠‫ٚئقرح‬Frustration‫وٌجْطٕح‬ ٟ‫ف‬ )
  • 48. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 47 .ًٖ٘ٚ‫جٌى‬ ًٖ٘ ٌ‫جنط١ح‬ ‫٠ٓطٕى‬‫ج‬‫ي‬‫جٌػالظ‬‫ٌؼد‬ ‫ٍٚس‬ ٜ‫ِى‬ ‫قٛي‬‫ذ‬ ‫جٌالػد‬‫ػٕىِح‬ ‫ٖٚؼر١طٙح‬ ‫ٍؼرس‬‫٠طؼٍك‬ ٍِ‫جأل‬‫ذ‬‫ىٌجْحش‬ٟ‫ف‬ ٖ‫ئؾٍجؤ‬ ُ‫ض‬ ‫وّح‬ ‫جألٌؼحخ‬ ٙ‫ضه‬[11]. 4.4.‫نؼة‬ ‫صًض‬Game Pair ٓ١‫ٌؼر١ط‬ ‫جٌالػد‬ ‫٠ٍؼد‬ ْ‫ذأ‬ ‫ذٙح‬ ‫لّٕح‬ ٟ‫جٌط‬ ‫جٌٍؼد‬ ‫ػٍّ١س‬ ١ّٔ ‫٠طأٌف‬A،B‫ذاػطحء‬ َٛ‫٠م‬ ُ‫غ‬ ِٓٚ reporting.‫ٌٍؼرس‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫نحٞٙح‬ ٟ‫جٌط‬ ٍ‫ٌٍّٗحػ‬ ‫ِ١ُجش‬ ‫ٖؼحع‬ ٍٝ‫ػ‬ ‫جػطّحوج‬ ً‫جٌٍّجق‬ ‫ضٌٛ١ى‬ ٟ‫ف‬ ‫ٌأ٠ٕح‬ ‫وّح‬ ‫ٍِقٍس‬ ً‫و‬ ،ٓ١‫ٍِقٍط‬ ‫ذطٌٛ١ى‬ َٛ‫ٔم‬ feature vector‫جْطٕحو‬ ‫ٍِقٍس‬ ‫ذرٕحء‬ َٛ‫٠م‬ ًٌٞ‫ٚج‬ُ١‫ل‬ ٌٝ‫ئ‬ ‫ج‬‫جٌّٓحش‬.ٍٗ‫ذىجن‬ ‫جٌّٛجفمس‬
  • 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
  • 53. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 52 7.‫انهؼة‬ ‫ًعًاخ‬ ‫تيا‬ ‫انًرذكى‬ ‫انغًاخ‬ 7.4.‫أنٌاع‬‫انغًاخ‬ ‫أي‬ ‫قبل‬‫نمذجة‬‫أن‬ ‫ٌمكن‬‫ت‬‫لجمع‬ ‫بحاجة‬ ‫نحن‬ ‫حدث‬‫بٌانات‬‫ال‬ ‫على‬ ‫تدرٌب‬‫نموذج‬‫إنشائه‬ ‫المراد‬‫على‬ .ً‫ٌل‬ ‫فٌما‬ ‫سنذكرها‬ ‫البٌانات‬ ‫من‬ ‫أنواع‬ ‫ثالثة‬ 7.4.4.‫انغًاخ‬ِ‫انر‬‫انرذكى‬ ‫ًّكن‬‫تيا‬‫انهؼثح‬ ِ‫ف‬Controllable features of the game ( ‫المعامالت‬ ً‫تعن‬ ً‫والت‬Parametersً‫الت‬ )‫مستوى‬ ‫تولٌد‬ ً‫ف‬ ‫تستخدم‬( ‫اللعبة‬ ‫من‬Level)، ‫وصعوبة‬ ‫نوع‬ ‫على‬ ‫تؤثر‬ ً‫والت‬‫ضمن‬ ‫الممكنة‬ ‫التبادٌل‬ ‫جمٌع‬ ‫ومقارنة‬ ‫إٌجاد‬ ‫تم‬ ‫وقد‬ .‫المستوى‬ ‫ال‬‫لعبة‬‫المراحل‬ ‫تولٌد‬ ‫عند‬ ً‫ا‬‫سابق‬ ‫رحت‬ُ‫ش‬‫و‬ ‫األساس‬ ‫هذا‬ ‫على‬ ‫المراحل‬ ‫وتولٌد‬. ً‫األمام‬ ً‫التسلسل‬ ‫االختٌار‬SFS‫إلى‬ ‫األسفل‬ ‫من‬ ‫تعمل‬ ‫إجرائٌة‬ ‫عن‬ ‫عبارة‬ ‫هو‬ ً‫ا‬‫الحق‬ ‫سنرى‬ ‫كما‬ ( ‫األعلى‬buttom-up‫واحدة‬ ‫مٌزة‬ ‫إضافة‬ ‫ٌتم‬ ‫حٌث‬ )‫مجموعة‬ ‫إلى‬ ‫مرة‬ ‫كل‬ ً‫ف‬‫السمات‬.‫الحالٌة‬ ‫من‬ ‫اختٌارها‬ ‫ٌتم‬ ‫المجموعة‬ ‫إلى‬ ‫تضاف‬ ً‫الت‬ ‫المٌزة‬‫من‬ ‫الجزئٌة‬ ‫المجموعة‬‫السمات‬ً‫الت‬ ‫المتبقٌة‬ ‫من‬ ‫الجدٌدة‬ ‫المجموعة‬ ‫تولد‬ ‫بحٌث‬ ‫اختٌارها‬ ‫ٌتم‬ ‫لم‬‫السمات‬‫جمٌع‬ ‫بٌن‬ ‫من‬ ‫أداء‬ ‫تابع‬ ‫أعلى‬‫السمات‬ ً‫ف‬ ‫األداء‬ ‫تابع‬ .‫لإلضافة‬ ‫المرشحة‬SFS.‫اختبارهما‬ ‫تم‬ ‫اللتٌن‬ ‫اآللٌتٌن‬ ‫أجل‬ ‫من‬ ‫ٌتفاوت‬ [ ً‫ف‬ ‫تم‬1ً‫ف‬ ‫والطبوغرافٌة‬ ‫التكمٌمٌة‬ ‫األخطاء‬ ‫استخدام‬ ]ESOM‫مجموعة‬ ‫جودة‬ ‫مدى‬ ‫لتحدٌد‬ ‫السمات‬( ً‫التصالب‬ ‫التأكد‬ ‫أداء‬ ‫متوسط‬ ‫أخذ‬ ‫تم‬ ‫بٌنما‬ ،‫المقترحة‬cross validation‫أجل‬ ‫من‬ ) ‫أداء‬ ‫لقٌاس‬ ‫كأداة‬ ‫البٌانات‬ ‫من‬ ‫المرئٌة‬ ‫غٌر‬ ‫الطٌات‬SLP.‫دراستنا‬ ً‫ف‬ ‫اختٌار‬ ‫مرحلة‬‫السمات‬‫من‬ )‫مالئمة‬ ‫(األكثر‬ ‫األقل‬ ‫العدد‬ ‫إلٌجاد‬ ‫جوهرٌة‬ ‫مرحلة‬ ً‫ه‬‫السمات‬ ‫كفاٌة‬ ‫صغٌر‬ ‫النموذج‬ ‫حجم‬ ‫على‬ ً‫نبق‬ ‫أن‬ ‫نرٌد‬ ‫حٌث‬ ‫التفضٌل‬ ‫لنموذج‬ ‫توقع‬ ‫أعلى‬ ً‫تعط‬ ً‫والت‬ ( ً‫الحقٌق‬ ‫الزمن‬ ً‫ف‬ ‫فعال‬ ‫لٌكون‬real time.)‫أقل‬ ‫على‬ ‫ٌحوي‬ ‫النموذج‬ ‫على‬ ً‫نبق‬ ‫أن‬ ‫نرٌد‬ ‫مستقبلٌة‬ ‫بتحقٌقات‬ ‫الخوض‬ ً‫ف‬ ً‫ا‬‫مفٌد‬ ‫ولٌكون‬ ‫للتحلٌل‬ ‫أسهل‬ ‫ٌكون‬ ً‫لك‬ ‫اإلمكان‬ ‫قدر‬ ‫مٌزات‬ .‫الالعب‬ ‫إلى‬ ‫تحتاج‬ ً‫الت‬ ‫العب‬ ‫تجربة‬ ‫طرٌق‬ ‫عن‬ ‫اللعبة‬ ‫تصمم‬ ‫تكٌفٌة‬ ً‫حقٌق‬ ‫زمن‬ ‫آللٌات‬ ‫العصبونٌة‬ ً‫ف‬ ‫التعلم‬ ‫جودة‬ ‫من‬ ‫ّن‬‫س‬‫ُح‬ٌ ‫ضروري‬ ‫الغٌر‬ ‫الدخل‬ ‫استبعاد‬ ‫أن‬ ‫على‬ ‫دالئل‬ ‫ٌوجد‬ ‫أٌضا‬ [ ‫التطورٌة‬1]‫اختٌار‬ ‫استخدام‬ ‫ٌتم‬ ‫لذلك‬‫السمات‬‫مجموعة‬ ‫إلٌجاد‬‫السمات‬ً‫تعط‬ ً‫الت‬ ‫الجزئٌة‬ ‫تراكٌب‬ ‫جمٌع‬ ‫على‬ ً‫المضن‬ ‫والبحث‬ ً‫الحساب‬ ‫الجهد‬ ‫من‬ ‫وتحفظ‬ ‫دقة‬ ‫األعلى‬ ‫النموذج‬‫السمات‬ .‫الممكنة‬
  • 54. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 53 ‫الدراسة‬ ‫قامت‬[11]‫اختٌارات‬ ً‫ف‬ ‫بالبحث‬‫السمات‬‫للعبة‬Mario‫استخدام‬ ً‫ال‬‫مث‬ ‫تم‬ ‫حٌث‬ ‫بالتفصٌل‬ ‫معٌنة‬ ‫صٌغة‬ ‫تكرار‬ ‫لدراسة‬ ‫خوارزمٌات‬Pattern‫ضمن‬ ‫المرحلة‬ ‫لطبولوجٌا‬‫السمات‬‫القابلة‬ ‫هذه‬ ‫تنجح‬ .‫لعبه‬ ‫أثناء‬ ‫الشخص‬ ‫بها‬ ‫ٌشعر‬ ً‫الت‬ ‫بالمشاعر‬ ‫اربتاطها‬ ‫مدى‬ ‫ومعرفة‬ ‫للتحكم‬ ‫كانت‬ ‫المدروسة‬ ‫اللعبة‬ ‫ألن‬ ‫المذكورة‬ ‫الدراسة‬ ً‫ف‬ ‫الخوارزمٌة‬Mario‫ث‬ ‫وكانت‬‫البعد‬ ‫نائٌة‬2D. ‫البعد‬ ً‫الثالث‬ ‫الفضاء‬ ً‫ف‬ ‫أما‬3D‫ٌكون‬ ‫لن‬ ‫ما‬ ‫مرحلة‬ ‫لطبولوجٌا‬ ‫معٌنة‬ ‫صٌغة‬ ‫تكرار‬ ‫فدراسة‬ .‫البعد‬ ‫ثالثٌة‬ ‫البٌئة‬ ‫ضمن‬ ‫كثٌرة‬ ‫أخرى‬ ‫عوامل‬ ‫لدخول‬ ‫فائدة‬ ‫بذات‬ ًٖ٘‫جٌّٓحش‬َٛ‫ٚٔم‬ ،‫ذٙح‬ ُّ‫ى‬‫ٔطك‬ ٟ‫جٌط‬ ٟ٘-‫٠ٍ٠مٙح‬ ٓ‫ػ‬-ًٖ٘ َٛ‫ضم‬ ‫ق١ع‬ .ً‫جٌٍّجق‬ ‫ذرٕحء‬‫جٌّٓحش‬ .ٍٜ‫جألن‬ ٓ‫ػ‬ ‫جٌٍّقٍس‬ ُّ١ّ‫ٚض‬ ‫جٌٍّقٍس‬ ‫ذطٛٚ١ف‬ًٖ٘ ٌ‫جنط١ح‬ ْ‫ئ‬‫جٌّٓحش‬ٟ‫ف‬ ‫ور١ٍج‬ ‫وٌٚج‬ ‫٠ٍؼد‬ ٓ‫ػ‬ ‫ِهطٍفس‬ ‫ِح‬ ‫ٍِقٍس‬ ً‫٠ؿؼ‬ ‫ِح‬ ‫ِؼٍفس‬ ‫٠ؿد‬ ‫ًٌج‬ ،‫ٌالػد‬ ‫ِالتّس‬ ً‫ٍِجق‬ ‫ذرٕحء‬ ‫ك‬ٍّ‫ضطؼ‬ ‫القمس‬ ً‫ٍِجق‬ ٓ١‫جٌالػر‬ ِٓ ‫ػىو‬ ‫جْطٗحٌز‬ ‫٠ؿد‬ ‫جٌه١حٌجش‬ ِٓ ‫ٔٛع‬ ‫ذٙىًج‬ َ‫ٌٍم١ح‬ .‫جألٌؼحخ‬ ِٓ ‫ٔٛع‬ ‫٘ىًج‬ ٟ‫ف‬ ٍٜ‫أن‬ .‫جألٌؼحخ‬ ِٓ ‫ٔٛع‬ ‫٘ىًج‬ ٟ‫ف‬ )‫جٌهرٍز‬ ٞٚ‫(ي‬ ٓ١‫جٌّكطٍف‬ ‫جٌـ‬ ‫نٛجٌَِ١س‬ ٍٗ‫ضٓطمر‬ ًٌٞ‫ج‬ )‫(جٌّؼحِالش‬ ً‫ن‬ّ‫ى‬ٌ‫ج‬PCG‫ذ‬ ّٝٓ٠‫حٌّٓحش‬‫ذٙح‬ ُّ‫ى‬‫َك‬‫ط‬ٌُّ‫ج‬ ٚ‫أ‬ ‫جٌّطكىّس‬ (Controllable Features.‫جٌٕحضؽ‬ ٜٛ‫جٌّكط‬ ً‫ٖى‬ ‫جٌّؼحِالش‬ ًٖ٘ ‫ّف‬ٚٛ‫ٚض‬ )‫ج‬ ُ‫ض‬ ‫لى‬ ‫ٕ٘ح‬ٌ‫نط١ح‬ ٟ‫ف‬ ‫ْٕٛٞكٙح‬ ‫ؾىج‬ ٌِٚ‫ِى‬ ً‫ذٗى‬ ‫جٌّؼحِالش‬8ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ‫انصفح‬‫تيا‬ ‫انًرذكى‬‫انششح‬ 1Gaps count)‫ٌطؿحَٚ٘ح‬ ُ‫جٌمف‬ ‫٠ؿد‬ ٟ‫(جٌط‬ ‫جٌفٍجغحش‬ ‫ػىو‬ 1Gap width)‫ٌطؿحَٚ٘ح‬ ُ‫جٌمف‬ ‫٠ؿد‬ ٟ‫(جٌط‬ ‫جٌفٍجغحش‬ ٍٜ‫ػ‬ 1Enemies count‫جألػىجء‬ ‫ػىو‬ 4Enemies placement (gaps، boxes،random) ‫قٛي‬ ،‫جٌفٍجغحش‬ ‫(قٛي‬ ‫جألػىجء‬ ‫ضّٛٞغ‬ )‫ػٗٛجت١ح‬ ،‫جٌٕٛحو٠ك‬ 3Powerups countٛ٠ٌ‫ٌّح‬ ٍ١‫جٌطىر‬ ‫ٕٚحو٠ك‬ ‫ػىو‬ 3Boxes count‫جٌٕٛحو٠ك‬ ‫ػىو‬ 7.4.4.‫انهؼة‬ ‫خصائص‬‫انهؼثح‬ ‫ضًن‬Gameplay characteristics ‫ٌمكن‬ ‫كٌفٌة‬ ‫وشرح‬ ‫دراسة‬ ‫لمارٌو‬ ‫سابقة‬ ‫دراسة‬ ً‫ف‬ ‫تم‬‫أن‬ ‫لالعب‬‫ٌلعب‬‫ال‬‫لعبة‬ً‫ه‬ ‫وما‬ ‫السمات‬.‫الالعب‬ ‫سلوك‬ ‫لدراسة‬ ‫نموذج‬ ‫وضع‬ ً‫ف‬ ‫أهمٌة‬ ‫األكثر‬‫هذه‬‫التحكم‬ ‫ٌمكن‬ ‫ال‬ ‫الخصائص‬ ‫و‬ ‫ذاته‬ ‫بحد‬ ‫لعبه‬ ‫طرٌقة‬ ‫من‬ ‫تنتج‬ ‫أنها‬ ‫عدا‬ ‫لالعب‬ ً‫ا‬‫تبع‬ ‫تختلف‬ ‫ألنها‬ ‫وذلك‬ ،‫بها‬‫على‬ ‫فقط‬ ‫تعتمد‬ ‫مهار‬‫ته‬‫وأسلوب‬،‫مباشر‬ ‫بشكل‬ ‫أو‬ ً‫ا‬ٌّ‫نهائ‬ ‫فٌها‬ ‫ُتحكم‬ٌ ‫أن‬ ‫ٌمكن‬ ‫ال‬ ‫أنه‬ ً‫ٌعن‬ ‫ال‬ ‫ذلك‬ ‫ولكن‬ ،‫لعبه‬
  • 55. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 54 ‫ٌم‬ ‫وإنما‬‫مالمح‬ ‫تغٌٌر‬ ‫طرٌق‬ ‫عن‬ ‫مباشر‬ ‫غٌر‬ ‫بشكل‬ ‫بها‬ ‫التحكم‬ ‫كن‬‫مستوى‬ ً‫ف‬ ‫اللعبة‬‫من‬ ‫معٌن‬ ‫ال‬‫لعب‬‫لتلك‬ ‫الرجوع‬ ‫ٌمكن‬ .‫ة‬‫السمات‬‫ٌتم‬ ‫لم‬ ‫جدٌدة‬ ‫صفات‬ ‫وضع‬ ‫هنا‬ ‫ٌهمنا‬ .‫سابقة‬ ‫دراسات‬ ً‫ف‬ ‫وسلوك‬ ‫الظاهرٌة‬ ‫التعابٌر‬ ‫دراسة‬ ً‫وه‬ ‫قبل‬ ‫من‬ ‫سابقة‬ ‫دراسة‬ ‫أي‬ ً‫ف‬ ‫االعتبار‬ ‫بعٌن‬ ‫أخذها‬ ‫ا‬ ‫لعبه‬ ‫عند‬ ً‫الحرك‬ ‫الشخص‬.‫للعبة‬:ً‫ٌل‬ ‫فٌما‬ ‫نذكرها‬ ‫انصفح‬‫انششح‬ 1.Face x position AVGٗ‫جٌٛؾ‬ ‫ِٛلغ‬ ١ْٛ‫ِط‬‫جٌـ‬ ٌٛ‫ِك‬ ٍٝ‫ػ‬x 2.Face y position AVGٗ‫جٌٛؾ‬ ‫ِٛلغ‬ ١ْٛ‫ِط‬‫جٌـ‬ ٌٛ‫ِك‬ ٍٝ‫ػ‬y 3.Left eye closed % AVG١ْٛ‫ِط‬ٓ١‫جٌؼ‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫جٌٕٓرس‬ ٍٜٓ١ٌ‫ج‬ 4.Right eye closed % AVG١ْٛ‫ِط‬‫جٌٕٓرس‬ٓ١‫جٌؼ‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ّٕٝ١ٌ‫ج‬ 5.Mouth open % AVG١ْٛ‫ِط‬ُ‫جٌف‬ ‫فطف‬ ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫جٌٕٓرس‬ 6.Happy % AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫ْؼحوز‬ ٌ‫ِمىج‬ 7.Sad% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ُْ‫ق‬ ٌ‫ِمىج‬ 8.Angry% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫غٟد‬ ٌ‫ِمىج‬ 9.Surprised% AVG١ْٛ‫ِط‬ٙ‫جٌٗه‬ ‫ضفحؾإ‬ ٌ‫ِمىج‬ 10.Face x position STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌٗ‫جٌٛؾ‬ ‫ّٛلغ‬ٌٛ‫ِك‬ ٍٝ‫ػ‬ ‫جٌـ‬x 11.Face y position STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌٗ‫جٌٛؾ‬ ‫ّٛلغ‬ٍٝ‫ػ‬ ‫جٌـ‬ ٌٛ‫ِك‬y 12.Left eye closed % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬ ٍٜٓ١ٌ‫ج‬ ٓ١‫جٌؼ‬ ‫فطف‬ 13.Right eye closed % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬‫ٌىٌؾس‬ ّٕٝ١ٌ‫ج‬ ٓ١‫جٌؼ‬ ‫فطف‬ 14.Mouth open % STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٌ‫ٌىٌؾس‬ ‫جٌّثٛ٠س‬ ‫ٍٕٓرس‬ ُ‫جٌف‬ ‫فطف‬ 15.Happy% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫ْؼحوز‬ ٌ‫ٌّمىج‬ 16.Sad% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ُْ‫ق‬ ٌ‫ٌّمىج‬ 17.Angry% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫غٟد‬ ٌ‫ٌّمىج‬ 18.Surprised% STDٌٞ‫جٌّؼ١ح‬ ‫جالٔكٍجف‬ٙ‫جٌٗه‬ ‫ضفحؾإ‬ ٌ‫ٌّمىج‬
  • 56. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 55 ًٖ٘‫جٌّٓحش‬ٜٛ‫ِٓط‬ ٍٝ‫ػ‬ ٓ‫ٌٚى‬ ‫جٌٍؼرس‬ ًِ‫وح‬ ٍٝ‫ػ‬ ‫ؾّؼٙح‬ ُ‫ض‬ ‫لى‬3‫ٌٚٛز‬ ٌ‫ئ٠ح‬frame‫ٌٍػحٔ١س‬ ًٖ٘ ً‫٠أن‬ ٍ‫آن‬ ‫ّٔٛيؼ‬ ً١ٍ‫ل‬ ‫ذؼى‬ ‫ْٕٛٞف‬ .‫جٌٛجقىز‬‫جٌّٓحش‬‫أقىجظ‬ ‫قىٚش‬ ‫ػٕى‬ ١‫فم‬ ٌ‫جالػطرح‬ ٟ‫ف‬ ‫جٌٍؼد‬ ‫ػٕى‬ ‫نحٚس‬Special Events‫ٍٔ٠ى‬ ‫ق١ع‬ ‫جألػىجء‬ ً‫لر‬ ِٓ ‫٠ٛحخ‬ ٚ‫أ‬ ٛ٠ٌ‫ِح‬ ‫٠ّٛش‬ ْ‫وأ‬ .‫ٚجٌٛؾٙ١س‬ ‫جٌكٍو١س‬ ٗ‫قحٌط‬ ٍٝ‫ػ‬ ‫ٚجٌطأغ١ٍجش‬ ‫جٌالػد‬ ٗ‫ٚؾ‬ ٍٝ‫ػ‬ ‫جٌطؼٍف‬ٍ‫آن‬ ‫ّٔٛيؼ‬ ‫أ٠ٟح‬ ‫٠ٛؾى‬ ‫ٌٍكٛٛي‬ ‫قىج‬ ٍٝ‫ػ‬ ً‫و‬ ‫ػٍ١ٙح‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحالش‬ ‫وٌجْس‬ ُ‫٠ط‬ ً‫ٔٛجف‬ ٌٝ‫ئ‬ ‫جٌٍّقٍس‬ ُ١ٓ‫ضم‬ ٍٝ‫ػ‬ َٛ‫٠م‬ .ًٟ‫أف‬ ‫ضٛلغ‬ ‫ّٔٛيؼ‬ ٍٝ‫ػ‬
  • 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
  • 59. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 58 3.‫تشيجْح‬‫انرؼاتْش‬ َ‫ػه‬ ‫انرؼشف‬SHORE 3.1.‫يمذيح‬ ‫ِىطرس‬ ‫ضؼى‬SHORE"‫ٍْٚ٠غ‬ ‫ول١ك‬ ً‫ذٗى‬ ٜ‫جألغٍج‬ ٍٝ‫ػ‬ ‫جٌطؼٍف‬ ‫"ِكٍن‬ ‫ٌـ‬ ٌ‫جنطٛح‬ ٟ٘ ٟ‫ٚجٌط‬ Sophisticated High-speed Object Recognition Engine‫جٌّىحضد‬ ًٟ‫أف‬ ِٓ ‫جٌّىطرس‬ ًٖ٘ ُ١ّ‫ضط‬ .ٍٜ‫آن‬ ‫ٚفحش‬ ‫ٚػىز‬ ٍ١‫ٚجٌطؼحذ‬ ‫جألٖىحي‬ ٍٝ‫ػ‬ ‫ٌٍطؼٍف‬ ٌُ‫جٌؼح‬ ٟ‫ف‬ ‫قحٌ١ح‬ ‫جٌّٛؾٛوز‬ ‫ِهطٍف‬ ّٓٞٚ ‫أذؼحو‬ ‫ٚذؼىز‬ ‫ٚجقى‬ ‫ٚلص‬ ٟ‫ف‬ ‫أٖىحي‬ ‫ػىز‬ ٚ‫أ‬ ً‫ٖى‬ ‫ِٚؼحٌؿس‬ ‫جٌطؼٍف‬ ٍٝ‫ػ‬ ‫ذمىٌضٙح‬ ً١‫جٌطٕف‬ ‫ٚلص‬ ّٓٞٚ ‫ؾىج‬ ‫ٍْ٠غ‬ ً‫ذٗى‬ ‫جإلٞحءز‬ ‫ظٍٚف‬Runtime.ٓ‫ػ‬ ‫جٌُّ٠ى‬ ‫ِؼٍفس‬ ٓ‫٠ّى‬ 8١‫جٌٍجذ‬ ‫نالي‬ ِٓ ‫جٌّىطرس‬ http://www.iis.fraunhofer.de/en/bf/bsy/produkte/shore.html 3.1.َ‫ػه‬ ‫انرجاسب‬SHORE ‫ٌّىطرس‬ ‫جٌّٛٞكس‬ ٌٌٛٛ‫ج‬ ٝ‫ذؼ‬ ٍٟ٠ ‫ف١ّح‬ ٍٜ‫ٔؼ‬SHORE. o‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬
  • 60. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 59 o‫ًيالدمرو‬ ‫انٌجو‬ َ‫ػه‬ ‫انرؼشف‬ ‫ِىطرس‬ ْ‫أ‬ ‫ٔالقع‬SHORE‫ِغ‬ ‫(ِمحٌٔس‬ .ً١‫جٌطٕف‬ ‫ٚلص‬ ٟ‫ف‬ ٗ‫ِٚالقمط‬ ‫جٌٛؾٙس‬ ‫ضكى٠ى‬ ‫ضٓطط١غ‬ ).‫جٌّحٞ١س‬ ‫جٌٌٛٛز‬ o‫ًانشأط‬ ‫ًاألنف‬ ‫انؼْنْن‬ ‫أياكن‬ ‫ذذذّذ‬
  • 61. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 60 o‫انرنمْز‬ ‫ًلد‬ ِ‫ف‬ ‫أكصش‬ ً‫أ‬ ‫نشخص‬ ‫انشؼٌسّح‬ ‫انذانح‬ ‫ذذذّذ‬ ‫ٚلص‬ ٟ‫ف‬ ‫أ٠ٟح‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحٌس‬ ‫ٚئػطحء‬ ٙ‫ٖه‬ ِٓ ٍ‫أوػ‬ ‫ِالقمس‬ ‫ضٓطط١غ‬ ‫جٌّىطرس‬ ْ‫أ‬ ‫ٔالقع‬ ً١‫جٌطٕف‬.‫فٌٛج‬ o‫انشؼٌسّح‬ ‫انذاالخ‬ ‫ذذذّذ‬ ‫ٚجّْس‬ ‫ٚفس‬ ِٓ ٍ‫أوػ‬ ‫ضكى٠ى‬ ِٓ ‫ٌٍّىطرس‬ ٓ‫٠ّى‬Feature( ‫جٌٗؼٌٛ٠س‬ ‫ٌٍكحالش‬Angry،Happy، Sad،Surprised)
  • 62. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 61 o‫ًانفى‬ ‫انؼْن‬ ‫فرخ‬ ‫دسجح‬ ‫ذذذّذ‬ .ُ‫جٌف‬ ‫فطف‬ ‫وٌؾس‬ ‫ٚأ٠ٟح‬ ‫قىج‬ ٍٝ‫ػ‬ ً‫و‬ ٓ١ٕ١‫جٌؼ‬ ‫فطف‬ ‫وٌؾس‬ ‫ضكى٠ى‬ ِٓ ‫ٌٍّىطرس‬ ٓ‫٠ّى‬ o‫يخرهفح‬ ‫أتؼاد‬ ‫يؼانجح‬)ً‫ا‬‫أّض‬ ً‫ا‬‫جذ‬ ‫(انصغْشج‬ ‫نهٌجٌه‬
  • 63. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 62
  • 64. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 63
  • 65. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 64 ‫انفصم‬‫انراعغ‬ ‫انثْاناخ‬ ‫جًغ‬Data Collection
  • 66. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 65
  • 67. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 66 3.‫انثْاناخ‬ ‫جًغ‬Data Collection 3.1.‫يمذيح‬ ‫جٌىٌجْس‬ ًٖ٘ ٟ‫ف‬ ‫جٌّٓطهىِس‬ ‫جٌر١حٔحش‬ ‫ِؿّٛػس‬ٍٝ‫ػ‬ ‫ضّص‬ ‫ضؿحٌخ‬ ‫ذٛجْطس‬ ‫ضؿّ١ؼٙح‬ ُ‫ض‬16ٙ‫ٖه‬ ‫ٌؼرس‬ ْٛ‫٠ٍؼر‬Mario. ‫جألٌؼحخ‬ ِٓ ‫َٚؼ‬ ‫جوطّحي‬ ً‫و‬ ‫ذؼى‬ٍٚ‫ٌ١ؼر‬ ٓ١‫جٌالػر‬ ‫ْإجي‬ ُ‫٠ط‬‫ج‬‫ذػالظ‬ ‫ٚيٌه‬ ‫جٌّفٍٟس‬ ُٙ‫ٌؼرط‬ ٓ‫ػ‬ ٞ‫جٌطكى‬ ٟ٘ ‫ِهطٍفس‬ ‫ٖؼٌٛ٠س‬ ‫قحالش‬challenge٠‫ٚجإلقرح‬frustration‫ٚجالٔىِحؾ١س‬ engagement‫٠ٍ٠ك‬ ٓ‫ػ‬ٌ‫جنط١ح‬ٌٞ‫ئؾرح‬ٚ‫أ‬ ٌٝٚ‫جأل‬ ‫جٌٍؼرس‬ ‫ئِح‬ ‫جٌالػد‬ ‫٠كىو‬ ‫ق١ع‬ ‫ن١حٌجش‬ ‫ذأٌذغ‬ ٓ١‫ٌٍؼرط‬ ٍٗ١ٟ‫ضف‬ ٓ‫ػ‬ ٍ‫٠ؼر‬ ٚ‫أ‬ ،‫جٌّفٍٟس‬ ٟ٘ ‫جٌػحٔ١س‬‫قحٌس‬ ً‫و‬ ً‫أؾ‬ ِٓ ‫ِّٕٙح‬ ٞ‫أل‬ ٍٗ١ٟ‫ضف‬ َ‫ػى‬ ٚ‫أ‬ .‫ٖؼٌٛ٠س‬ ٍٔ‫يو‬ ‫وّح‬ ُ‫ض‬ ًٖ٘ ‫وٌجْطٕح‬ ٟ‫ف‬ِٓ ‫ِؼط١حش‬ ‫ؾّغ‬ ‫ْحذمح‬ ‫ح‬16‫الػرح‬‫ٌؼد‬ ‫َٚؼ‬ ْٛ‫٠ٍؼر‬ِٓ ‫ٌؼرس‬ ً‫و‬ ٟ‫جٌط‬ ‫ٚجٌطفٟ١الش‬ ٍ‫جٌّٗحػ‬ ٓ‫ػ‬ ‫جٌالػد‬ ‫ْإجي‬ ‫جٌُٚؼ‬ ‫ٌؼد‬ ‫ذؼى‬ ُ‫٠ط‬ ،ْ‫ول١مطح‬ ‫ضٓطغٍق‬ ‫جٌُٚؼ‬ ‫ً٘ج‬ ‫ج‬ ٟ٘ ٟ‫ٚجٌط‬ ‫جٌٗؼٌٛ٠س‬ ‫جٌكحالش‬ ِٓ ‫جنطحٌ٘ح‬ٞ‫ٌطكى‬challenge‫ٚجالٔىِحؾ١س‬engagement ٠‫ٚجإلقرح‬frustration‫ن١حٌجش‬ ‫ذأٌذغ‬ ٌٞ‫ئؾرح‬ ٌ‫جنط١ح‬ ‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ضىٍّٕح‬ ‫ٚوّح‬‫٠ٍ٠ك‬ ٓ‫ػ‬ ‫ذٍٚضٛوٛي‬4-AFS.‫ْحذمح‬ ٕٗ‫ػ‬ ‫ضىٍّٕح‬ ًٌٞ‫ج‬
  • 68. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 67 ‫انمًْح‬‫انذالنح‬ 0A > Bٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓرس‬E 1B < Aٍ‫ِٗحػ‬ ‫ٌكحٌس‬ ‫ذحٌٕٓرس‬E 2‫وحٔطح‬ ٓ١‫جٌٍؼرط‬ ‫وٍطح‬E 3ٍ١‫غ‬ ‫وحٔطح‬ ٓ١‫جٌٍؼرط‬ ‫وٍطح‬E ‫جٌٛجقىز‬ ‫جٌٍؼرس‬ ٓ‫ػ‬ ‫أ٠ٟح‬ ٓ١‫جٌالػر‬ ‫ْإجي‬ ُ‫ض‬‫يجضٙح‬ ‫ذكى‬‫ٖؼٌٛ٠س‬ ‫ٌكحٌس‬ ‫ِطحذمس‬ ‫أٔٙح‬ ‫قحي‬ ٟ‫ف‬ ‫أ٠ٟح‬E ‫ال‬ َ‫أ‬.ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ‫قٓد‬ ‫انمًْح‬‫انذالنح‬ 0Extremely 1Fairly 2Moderately 3Slightly 4Not at all
  • 69. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 68 3.1.‫اعرخشاض‬ ‫ػًهْح‬‫انغًاخ‬Features Extraction ‫جألقىجظ‬ ‫ٍِف‬ ٛ٘ ً‫جٌىن‬ ً‫٠ّػ‬ .‫جٌّؼط١حش‬ ‫جْطهٍجؼ‬ ‫ٌؼٍّ١س‬ ‫ٚجٌهٍؼ‬ ً‫جٌىن‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ .‫ٌٍؼرس‬ ٗ‫ٌؼر‬ ‫أغٕحء‬ ‫ٌالػد‬ ٛ٠‫جٌف١ى‬ ١٠ٍٖٚ ‫جٌٍؼرس‬ ّٓٞ ‫جٌهحٚس‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ‫ػٍّ١س‬ ً١ٛ‫ذحٌطف‬ ‫أٚٞف‬ ً‫ذٗى‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ ً‫جٌٗى‬ ٓ١‫٠ر‬.‫ذؼى‬ ‫ف١ّح‬ ‫ٔحضؿّٙح‬ ‫وِؽ‬ ُ‫٠ط‬ ٓ١‫ٍِقٍط‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٟ‫جٌط‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ‫ػٍّ١س‬ ‫جٌٓحذك‬
  • 70. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 69 3.1.َ‫األًن‬ ‫انًشدهح‬–‫انيايح‬ ‫األدذاز‬ ‫ين‬ ‫انغًاخ‬ ‫اعرخشاض‬ ٍ٠‫جأل‬ ٌ‫جنط١ح‬ ‫٠ٍ٠مس‬ ٍٝ‫ػ‬ ‫ذؼى‬ ‫ف١ّح‬ ْ‫٠إغٍج‬ ٓ١‫٠ٍ٠مط‬ ٌ‫ذحنط١ح‬ ‫جٌٍّقٍس‬ ًٖ٘ ٟ‫ف‬ َٛ‫ٔم‬video frames‫ٌٍؼر‬ ‫ؾّ١ؼٙح‬ ٍ٠‫جأل‬ ‫جْطهٍجؼ‬ ٍٝ‫ػ‬ َٛ‫ضم‬ ٌٝٚ‫جأل‬ .ٍٝ‫ػ‬ َٛ‫ضم‬ ‫جٌػحٔ١س‬ .‫جٌٛجقى‬ ٙ‫جٌٗه‬ ‫س‬ ً‫أن‬ ُ‫٠ط‬ ‫ق١ع‬ ١‫فم‬ ‫جٌهحٚس‬ ‫ذحألقىجظ‬ ‫ٍٚس‬ ‫ٌٙح‬ ٟ‫جٌط‬ ٍ٠‫جأل‬ ‫جْطهٍجؼ‬1ٚ َ‫ٌألِح‬ ٍ٠‫أ‬1ٍ٠‫أ‬ .َ‫جٌٙح‬ ‫جٌكىظ‬ ٖ‫ػٕى‬ ‫ٚلغ‬ ًٌٞ‫ج‬ ٌ‫ذحإل٠ح‬ ‫ِك١طس‬ ٍ٠‫وأ‬ ‫ٚيٌه‬ ‫ٌٍهٍف‬ ‫ٍِف‬ ّٓٞ ‫ذحٌالػد‬ ‫جٌهحٚس‬ ‫جٌٍؼد‬ ٘‫نٛج‬ ً‫و‬ ‫قفع‬ ُ‫ض‬.csv8ٌٟ‫جٌطح‬ ً‫ذحٌٗى‬ ٚ‫جأل‬ ‫جٌؼّٛو‬ ٍ‫٠ؼر‬ ‫ق١ع‬‫جٌكىظ‬ ٟ‫ف‬ ‫قىظ‬ ًٌٞ‫ج‬ ٌُِٓ‫ج‬ ٓ‫ػ‬ ‫ي‬eventً‫و‬ .ٟٔ‫جٌػح‬ ‫جٌؼّٛو‬ ٟ‫ف‬ ً‫جٌّمحذ‬ 8ٌٟ‫جٌطح‬ ‫وحٌؿىٚي‬ .‫جٌٍؼرس‬ ّٓٞ َ‫٘ح‬ ‫قىظ‬ ‫ضىحفة‬ ٟٔ‫جٌػح‬ ‫جٌؼّٛو‬ ٟ‫ف‬ ‫ل١ّس‬
  • 71. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 70 3.4.‫انصانْح‬ ‫انًشدهح‬–‫انظاىشّح‬ ‫انغًاخ‬ ‫اعرخشاض‬ ‫ذٍِؿ١س‬ ٍٝ‫ػ‬ ‫ذحالػطّحو‬ ‫جٌّٓحش‬ ‫جْطهٍجؼ‬ ُ‫٠ط‬ ‫ٕ٘ح‬SHORE.‫ِؼحٌؿس‬ ُ‫ض‬ٓ‫ػ‬ ‫جٌطٓؿ١الش‬ ‫ؾّ١غ‬ ‫ٌالقمس‬ ٌٌٛٛ‫ج‬ ‫ؾّ١غ‬ ً٠ٛ‫ضك‬ ُ‫غ‬ ِٓٚ ‫أٚال‬ ٌٛٚ ٌٝ‫ئ‬ ‫ضكٛ٠ٍٙح‬ ‫٠ٍ٠ك‬.pgm‫ِكٍن‬ ‫٠ؼحٌؿٙح‬ ٟ‫ٚجٌط‬ SHORE‫جٌؼٍّ١س‬ ٓ‫ػ‬ ‫ٔطؽ‬ .48،000( ‫ِؼحٌؿس‬ ‫ٌٚٛز‬3.)‫جٌٛجقىز‬ ‫ٌٍػحٔ١س‬ ‫ئ٠حٌجش‬ .ٌٌٛٛ‫ج‬ ‫ٌّؼحٌؿس‬ ‫جٌّأنٛيز‬ ‫جألَِٕس‬ ٌٟ‫جٌطح‬ ‫جٌؿىٚي‬ ٓ١‫٠ر‬ Process IdProcess DescriptionTime taken 1Conversion to .pgm6 hours 2Visual behavior extraction by SHORE14 hours 20 hours
  • 72. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 71 ‫أقىجظ‬ ‫قىٚظ‬ ‫ػٕى‬ ‫جٌٛؾٙ١س‬ ٍ١‫جٌطؼحذ‬ ‫ٚجنطالف‬ ‫جٌٍؼرس‬ ّٓٞ ‫ٌالػرس‬ ٓ٠ٌ‫ئ٠ح‬ ٌٟ‫جٌطح‬ ً‫جٌٗى‬ ٓ١‫٠ر‬ events.‫نحٚس‬
  • 73. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 72
  • 74. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 73
  • 75. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 74 ‫انفصم‬‫انؼاشش‬ ‫انًؼطْاخ‬ ‫لاػذج‬ ‫ذصًْى‬ Database Design
  • 76. Fusing Visual and Behavioral Cues for Modeling User Experience in Games 75