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Measuring player ex...
Measuring player experience on runtime dynamic difficulty scaling in an RTS game
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- Hagelbäck, Johan (author)
- Blekinge Tekniska Högskola,Sektionen för datavetenskap och kommunikation,Blekinge Institute of Technology
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- Johansson, Stefan J. (author)
- Blekinge Tekniska Högskola,Sektionen för datavetenskap och kommunikation,Blekinge Institute of Technology
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(creator_code:org_t)
- Milano : IEEE conference proceedings, 2009
- 2009
- English.
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In: IEEE Symposium on Computational Intelligence and Games, 2009. - Milano : IEEE conference proceedings. - 9781424448142 - 9781424448159 ; , s. 46-52
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Abstract
Subject headings
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- Do players find it more enjoyable to win, than to play even matches? We have made a study of what a number of players expressed after playing against computer opponents of different kinds in an RTS game. There were two static computer opponents, one that was easily beaten, and one that was hard to beat, and three dynamic ones that adapted their strength to that of the player. One of these three latter ones intentionally drops its performance in the end of the game to make it easy for the player to win. Our results indicate that the players found it more enjoyable to play an even game against an opponent that adapts to the performance of the player, than playing against an opponent with static difficulty. The results also show that when the computer player that dropped its performance to let the player win was the least enjoyable opponent of them all.
Subject headings
- NATURVETENSKAP -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Computer Sciences (hsv//eng)
Keyword
- potential fields
- artificial potential fields
- player satisfaction
- player enjoyment
- real-time strategy
- rts
- games
- Computer Science
Publication and Content Type
- ref (subject category)
- kon (subject category)
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