Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/22964
Title: Modeling and augmenting game entertainment through challenge and curiosity
Authors: Yannakakis, Georgios N.
Hallam, John
Keywords: Computer games
Artificial neural networks
Virtual reality
Issue Date: 2007
Publisher: World Scientific Publishing Co. Pte. Ltd.
Citation: Yannakakis, G. N., & Hallam, J. (2007). Modeling and augmenting game entertainment through challenge and curiosity. International Journal on Artificial Intelligence Tools, 16(6), 981-999.
Abstract: This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Feedforward neural networks (NNs) and fuzzy-NNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we project the extensibility of the approach to other genres of digital entertainment (e.g. mixed-reality interactive playgrounds).
URI: https://www.um.edu.mt/library/oar//handle/123456789/22964
Appears in Collections:Scholarly Works - InsDG

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