Abstract
This paper introduces 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. Artificial neural networks (ANNs) and fuzzy ANNs 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 discuss the extensibility of the approach to other genres of digital entertainment and edutainment.
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Yannakakis, G.N., Hallam, J. (2006). Towards Capturing and Enhancing Entertainment in Computer Games. In: Antoniou, G., Potamias, G., Spyropoulos, C., Plexousakis, D. (eds) Advances in Artificial Intelligence. SETN 2006. Lecture Notes in Computer Science(), vol 3955. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11752912_43
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DOI: https://doi.org/10.1007/11752912_43
Publisher Name: Springer, Berlin, Heidelberg
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