Adaptivity in Single Player Video Games
Autor(a) principal: | |
---|---|
Data de Publicação: | 2021 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://hdl.handle.net/10216/135599 |
Resumo: | One of the main objectives of playing games is to achieve satisfaction and fun, making the time spent worth it. A digital version is a video game where the user interacts with a computer. However, each player likes to play the game the way they want and at a pace they prefer. This diversity creates different skills levels between different player within the game, making the same difficult not compatible with everyone. If the user cannot identify its playstyle during gameplay, it is likely he will not continue playing the same game in the future. One of the most popular ways to adjust a game to capture the most audience possible and create a positive experience is by creating difficulty levels. Furthermore, this is a manual process and is not a guarantee that it will work since the developers create different difficulties on what they think is the best for most players. A solution to this problem is to automate the process, using state of the art machine learning algorithms that will discover, associate and implement the game parameters that best fit each type of player. The solution proposed is to create an adapted version of a game that can change its content to fit each player personality type. For this, we must first create a profiling system that will determine a player's personality depending on what he feels, acts and behaves during gameplay. Using the information relative to the player and the gameplay, we measure the player's fun and frustration and create an association with the game alterable content. We then alter different game parameters to fit a specific user, ultimately delivering a positive game flow and an optimal game experience. The expected result of the adapted game is that the users have a better experience and game flow. This result can be observed by questionnaires or by the player's actions, for example, longer or more frequent playtimes. Also, adaptivity can help create a more stable player base and improve the game's longevity. Thus, this proposed solution is relevant for any video game that wants to broaden its player base. |
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Adaptivity in Single Player Video GamesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringOne of the main objectives of playing games is to achieve satisfaction and fun, making the time spent worth it. A digital version is a video game where the user interacts with a computer. However, each player likes to play the game the way they want and at a pace they prefer. This diversity creates different skills levels between different player within the game, making the same difficult not compatible with everyone. If the user cannot identify its playstyle during gameplay, it is likely he will not continue playing the same game in the future. One of the most popular ways to adjust a game to capture the most audience possible and create a positive experience is by creating difficulty levels. Furthermore, this is a manual process and is not a guarantee that it will work since the developers create different difficulties on what they think is the best for most players. A solution to this problem is to automate the process, using state of the art machine learning algorithms that will discover, associate and implement the game parameters that best fit each type of player. The solution proposed is to create an adapted version of a game that can change its content to fit each player personality type. For this, we must first create a profiling system that will determine a player's personality depending on what he feels, acts and behaves during gameplay. Using the information relative to the player and the gameplay, we measure the player's fun and frustration and create an association with the game alterable content. We then alter different game parameters to fit a specific user, ultimately delivering a positive game flow and an optimal game experience. The expected result of the adapted game is that the users have a better experience and game flow. This result can be observed by questionnaires or by the player's actions, for example, longer or more frequent playtimes. Also, adaptivity can help create a more stable player base and improve the game's longevity. Thus, this proposed solution is relevant for any video game that wants to broaden its player base.2021-07-192021-07-19T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/135599TID:202820963engJoão Augusto dos Santos Limainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T12:48:28Zoai:repositorio-aberto.up.pt:10216/135599Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:27:14.133650Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Adaptivity in Single Player Video Games |
title |
Adaptivity in Single Player Video Games |
spellingShingle |
Adaptivity in Single Player Video Games João Augusto dos Santos Lima Engenharia electrotécnica, electrónica e informática Electrical engineering, Electronic engineering, Information engineering |
title_short |
Adaptivity in Single Player Video Games |
title_full |
Adaptivity in Single Player Video Games |
title_fullStr |
Adaptivity in Single Player Video Games |
title_full_unstemmed |
Adaptivity in Single Player Video Games |
title_sort |
Adaptivity in Single Player Video Games |
author |
João Augusto dos Santos Lima |
author_facet |
João Augusto dos Santos Lima |
author_role |
author |
dc.contributor.author.fl_str_mv |
João Augusto dos Santos Lima |
dc.subject.por.fl_str_mv |
Engenharia electrotécnica, electrónica e informática Electrical engineering, Electronic engineering, Information engineering |
topic |
Engenharia electrotécnica, electrónica e informática Electrical engineering, Electronic engineering, Information engineering |
description |
One of the main objectives of playing games is to achieve satisfaction and fun, making the time spent worth it. A digital version is a video game where the user interacts with a computer. However, each player likes to play the game the way they want and at a pace they prefer. This diversity creates different skills levels between different player within the game, making the same difficult not compatible with everyone. If the user cannot identify its playstyle during gameplay, it is likely he will not continue playing the same game in the future. One of the most popular ways to adjust a game to capture the most audience possible and create a positive experience is by creating difficulty levels. Furthermore, this is a manual process and is not a guarantee that it will work since the developers create different difficulties on what they think is the best for most players. A solution to this problem is to automate the process, using state of the art machine learning algorithms that will discover, associate and implement the game parameters that best fit each type of player. The solution proposed is to create an adapted version of a game that can change its content to fit each player personality type. For this, we must first create a profiling system that will determine a player's personality depending on what he feels, acts and behaves during gameplay. Using the information relative to the player and the gameplay, we measure the player's fun and frustration and create an association with the game alterable content. We then alter different game parameters to fit a specific user, ultimately delivering a positive game flow and an optimal game experience. The expected result of the adapted game is that the users have a better experience and game flow. This result can be observed by questionnaires or by the player's actions, for example, longer or more frequent playtimes. Also, adaptivity can help create a more stable player base and improve the game's longevity. Thus, this proposed solution is relevant for any video game that wants to broaden its player base. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-07-19 2021-07-19T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://hdl.handle.net/10216/135599 TID:202820963 |
url |
https://hdl.handle.net/10216/135599 |
identifier_str_mv |
TID:202820963 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799135578027982849 |