CAD-GAME: Computer-Aided Game Design
CAD-GAME: Computer-Aided Game Design
批准号:
TS/G002843/1
负责人:
Paul Cairns
金额:
$3.47万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2009
资助国家:
英国
项目状态:
已结题
起止时间:
2009 至 --
中文摘要
点击翻译按钮获取中文摘要
英文摘要
As a form of media - increasingly, mass media - games have much in common with film, particularly in terms of business models. One reason for the high levels of risk in film is that only limited market testing can be done prior to product release, and the product is essentially fixed from then on. Games have traditionally followed this model, but it is important to remember that games are not just media - they are also pieces of software. One major lesson from the software industry is that capturing users' interactions with a product can be used to refine market offerings in several ways: by adapting it after release (e.g. adaptive interfaces), by using that data to iteratively refine products in future releases (e.g. error reporting in Microsoft and Apple), and to understand the various user groups in more depth. In essence, we are suggesting that this approach can be directly applied to games. The difficulty, however, is that we cannot use simple measures of task completion, because there is no task: we are simply trying to entertain. The main research challenge is to understand better just what the word 'entertain' really means in games, and how this might be reflected in patterns of player behaviour. To do this, we will undertake a study of enjoyment and immersion in video games, in order to derive a concrete methodology for closely estimating the amount of enjoyment and immersion a player has, at fairly fine-grained intervals of a game. We will also capture a multitude of different forms of data from players actually playing Rebellion's games, and we will use advanced techniques from Artificial Intelligence to search for correlations with the player's overall enjoyment. These techniques could be used during design to speed up the process of tweaking the various game parameters - where the enemies are, how effective weapons are, etc. More interesting, however, is the idea that data analysis tools could run within the game itself, adapting the game in response to the player's behaviour. In this way, we hope to pioneer a new age of user-adaptive video games, within a one game, many gameplays paradigm, i.e., where each player has a unique game experience which is tailored to their personality, level of experience, playing style and mood.
期刊论文(8)
专著(0)
科研奖励(0)
会议论文
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DOI:
10.1109/tciaig.2012.2213600
发表时间:
2012-09-01
期刊:
IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES
影响因子:
--
作者:
[Gow, Jeremy, Baumgarten, Robin, Miller, Paul]
通讯作者:
Miller, Paul
DOI:
--
发表时间:
2010
期刊:
影响因子:
--
作者:
[Jeremy Gow]
通讯作者:
Jeremy Gow
DOI:
10.1145/2207676.2207689
发表时间:
2012-05
期刊:
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
影响因子:
--
作者:
[A. Cox;P. Cairns;Pari Shah;Michael Carroll-]
通讯作者:
A. Cox;P. Cairns;Pari Shah;Michael Carroll-
Mining Rules from Player Experience and Activity Data
从玩家体验和活动数据中挖掘规则
DOI:
--
发表时间:
2012
期刊:
影响因子:
--
作者:
[Gow. J]
通讯作者:
Gow. J
国内基金
海外基金
Galaxy Analytical Modeling
Evolution (GAME) and cosmological
hydrodynamic simulations.
-
批准号:
-
项目类别:省市级项目
-
资助金额:10.0万元
-
批准年份:2025
-
负责人:Antonios Katsianis
-
依托单位:
基于 Nash game 法研究奇异 Itô 随机系统的 H2/H∞ 控制
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批准号:61703248
-
项目类别:青年科学基金项目
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资助金额:25.0万元
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批准年份:2017
-
负责人:赵勇
-
依托单位: