Elsevier

Entertainment Computing

Volume 25, March 2018, Pages 14-25
Entertainment Computing

EEG-triggered dynamic difficulty adjustment for multiplayer games

https://doi.org/10.1016/j.entcom.2017.11.003Get rights and content

Highlights

  • Designing DDA triggering based on EEG readings.

  • Implementing DDA triggering using the Emotiv sensor for a 3rd person shooter.

  • User study I - establishing correlations between EEG readings and game events.

  • User study II - EEG-based triggering improved player experience.

Abstract

In online games, gamers may become frustrated when playing against stronger players or get bored when playing against weaker players, thus losing interest in the game. Dynamic Difficulty Adjustment (DDA) has been suggested as an intelligent handicapping mechanism, by reducing the difficulty for the weaker player, or increasing the difficulty for the stronger player. A key question when using DDA, is when to activate the difficulty adjustment.

In this paper we suggest using the Emotiv EPOC EEG headset to monitor the personal excitement level of a player and use this information to trigger DDA when the player’s excitement decreases in order to ensure that the player is engaged and enjoying the game. We experiment with an open-source third-person shooter game, in a multiplayer adversarial setting. We conduct experiments, showing that the detected excitement patterns correlate to game events. Experiments designed to evaluate the DDA triggering mechanism confirm that DDA triggered based on EEG increases the players excitement and improves the gaming experience compared to the heuristic triggered DDA and the experience of playing a game without DDA.

Introduction

Video games are a popular activity for children and adolescents in the western world today, with almost 97% of the younger US population playing video games for at least one hour per day [20].

While the goal of a gamer in a video game may be to kill enemies, or collect prizes, game creators typically aim to keep players entertained and engaged over a long period of time [42]. It was often observed that playing against the game artificial intelligence (AI) is not as challenging as playing against other players [28], [43]. When playing against other humans, however, it is important to play against players of similar levels of expertise, because when a weaker player plays against a much stronger one, often both players feel dissatisfied — the stronger player is bored, while the weaker player is frustrated. When a gamer wishes to play against one of their friends, matching suitable opponents may become even harder.

Dynamic difficulty adjustment (DDA), in which the players’ abilities to influence the environment are dynamically modified throughout the game, provides a possible solution to this problem [46], [47], [55], [32], [39]. When a weaker player faces a stronger one, the level of difficulty for the weaker player can be reduced, as well as the level of difficulty for the stronger player can be increased. For example, in a first-person shooter game, where the goal of a player is to kill the avatar of his/her opponent, the bullet damage of the weaker player can be increased, and the bullet damage of the stronger player can be decreased. In addition, it may be possible to identify and implement a variety of game-specific adjustments in many games, with the aim of improving the user experience by ensuring that the games difficulty level is optimal for the players. However, one of the most challenging issues associated with DDA is knowing when to trigger such game modes.

Presumably, game modifications should be triggered only when needed, in order to avoid erratic game behavior. In the past, researchers have mainly suggested heuristics based on the game state [3], [27], [53]. For example, in a game that keeps an ongoing score, a decision can be made to apply DDA when the difference in the players’ scores exceeds a certain predefined threshold. This heuristic addresses the situation when one player becomes too strong compared to the other player, based on the assumption that in this situation the stronger player may feel bored, while the weaker player may feel frustrated. The scoring mechanism hence contains clues to the players’ state of mind.

In this paper we suggest a different approach — measuring the players excitement and activating the game modes when the excitement level drops below a predefined threshold. This approach attempts to directly address the core problem of degraded game experience, rather than relying on a scoring mechanism or similar heuristics to determine when the players are no longer excited by the game. We implement a passive feedback/affective state regulation method by using the Emotiv EPOC headset to read electroencephalography (EEG) signals and the Emotiv Affective Suite1 to translate the signal into an affective state.2 Then, based on the affective state, the game mechanism triggers DDA.

We conduct two user studies. The first user study assesses the correlation of the EEG signals to game events, and the results of this study show a good correlation between the Emotiv value for “short term excitement” (STE) and game events. Although, both positive and negative emotions can be utilized to improve gameplay [5], in this paper we attempt to improve the players’ experience by maximizing STE. The second study compares our EEG-triggered DDA to a standard heuristic approach based on elapsed time and game status, as well as to a control game in which DDA is not implemented. The primary hypothesis tested here is that EEG-triggered DDA increases the players’ excitement and improves the gaming experience compared to the heuristic triggered DDA and the experience of playing a game without DDA.

The contributions of the paper are twofold. First, we present a case study for the design of EEG-triggered DDA technique in a modified version of the open-source third-person shooter game, “Boot Camp”.3 Second, we study the user experience, comparing EEG-triggered DDA to standard heuristics triggering, as well as a game without DDA. Our study confirms that gamers enjoyed the EEG-triggered DDA better than the other two options and that this technique significantly increases the player’s level of excitement. Our study further shows that the choice of the triggering strategy is important and significantly impacts the way players experience the game.

The rest of the paper is structured as follows: We begin by providing some background on brain-computer interfaces, EEG, and DDA in Section 2. We review the Boot Camp game that we use in our experiments and discuss additional related work. Then in Section 3 we discuss our EEG-triggered DDA triggering technique, and the modifications that we added to Boot Camp in order to allow DDA. We also explain the heuristic method of triggering DDA which is also evaluated in our experiments. In Section 4 we move to the user study that we conducted, first showing that EEG measurements in this setting correlate well with game events, and then comparing EEG to heuristic triggering of DDA. We discuss the main results of this study in Section 5 and conclude in Section 6 with a summary of this research and an indication of future research directions.

Section snippets

Background

In this section we briefly review the rapidly growing field of brain-computer interfaces and assessment of the affective state. We discuss BCI application to games, dynamic difficulty adjustment (DDA) in games, and the “Boot Camp” third-person shooter game.

Designing DDA triggering strategies

In this paper we design and evaluate EEG-triggered DDA for increasing the players’ excitement. In this section we discuss the DDA features added to Boot Camp and the motivation for each type of game adjustment. We also describe two DDA triggering methods: EEG-triggered and heuristic.

Empirical evaluation

In this section we describe the set of experiments we conducted to compare heuristic-triggered DDA, and EEG-triggered DDA, in third-person shooter games such as Boot Camp. We begin with a preparatory experiment without DDA, designed to establish a correlation between the game events and the affective states of the players. Then we move on to a second experiment, evaluating the applicability and benefits of the EEG-triggered DDA.

Discussion

Our experiments demonstrate that using EEG to decide when to trigger game changes to improve the player’s experience can be useful. Most players reported that they preferred the game where EEG-triggered DDA was used (the E game) to the alternatives.

To support our claim as to the benefit of EEG-triggered DDA in improving players experience, we analyzed a few possible alternative explanations for the preference of the E game over the other two options. First, it might be that the Emotiv EPOC

Conclusion

In this paper, we explored dynamic difficulty adjustments triggered using players’ EEG readings in a multiplayer adversarial environment. We evaluated our suggestions by conducting a user study using the Boot Camp third-person shooter game. We suggested a set of modes appropriate for this game, in various scenarios, based on whether the players are close or far from each other, and on the identity of the better player.

The preparatory experiment showed that the EEG readings from the Emotiv EPOC

References (55)

  • S.H. Fairclough

    Fundamentals of physiological computing

    Interact. Comput.

    (2009)
  • A. Nijholt et al.

    Turning shortcomings into challenges: brain–computer interfaces for games

    Entertain. Comput.

    (2009)
  • D. Afergan et al.

    Dynamic difficulty using brain metrics of workload

  • N.A. Badcock et al.

    Validation of the emotiv epoc®eeg gaming system for measuring research quality auditory erps

    PeerJ

    (2013)
  • A. Baldwin et al.

    A framework of dynamic difficulty adjustment in competitive multiplayer video games

  • R. Bernays et al.

    Lost in the dark: emotion adaption

  • M.V. Birk et al.

    The false dichotomy between positive and negative affect in game play

  • P.M. Blom et al.

    Towards personalised gaming via facial expression recognition

  • L. Bonnet et al.

    Two brains, one game: design and evaluation of a multiuser bci video game based on motor imagery

    IEEE Trans. Comput. Intell. AI Games

    (2013)
  • D.P.-O. Bos et al.

    Brain-computer interfacing and games

  • J.T. Cacioppo et al.

    Handbook of Psychophysiology

    (2007)
  • M. Csikszentmihalyi

    Flow and the Psychology of Discovery and Invention

    (1996)
  • Y.A. De Kort et al.

    People, places, and play: player experience in a socio-spatial context

    Comput. Entertain.

    (2008)
  • C. Dormann et al.

    Understanding game design for affective learning

  • N. Ducheneaut et al.

    Alone together? Exploring the social dynamics of massively multiplayer online games

  • M. Duvinage et al.

    Performance of the emotiv epoc headset for p300-based applications

    Biomed. Eng. Online

    (2013)
  • K. Emmerich, M. Masuch, Helping friends or fighting foes: the influence of collaboration and competition on player...
  • L. Ermi et al.

    Fundamental components of the gameplay experience: analysing immersion

    Worlds Play: Int. Perspect. Digital Games Res.

    (2005)
  • J. Gonzalez-Sanchez et al.

    Abe: An agent-based software architecture for a multimodal emotion recognition framework

  • J. Gonzalez-Sanchez et al.

    How to do multimodal detection of affective states?

  • I. Granic et al.

    The Benefits of Playing Video Games

    (2013)
  • H. Gürkök, D.P.-O. Bos, M. Obbink, G. Hakvoort, C. Mühl, A. Nijholt, Towards multiplayer bci games, in: BioSPlay:...
  • H. Gürkök et al.

    Brain-computer interface games: towards a framework

  • A. Harris et al.

    Including affect-driven adaptation to the pac-man video game

  • T. Harrison, The Emotiv mind: investigating the accuracy of the Emotiv EPOC in identifying emotions and its use in an...
  • R. Herbrich, T. Minka, T. Graepel, Trueskill: a bayesian skill rating system, in: Advances in Neural Information...
  • C. Hondrou et al.

    Affective, natural interaction using EEG: sensors, application and future directions

  • Cited by (53)

    • Recognition of EEG based on Improved Black Widow Algorithm optimized SVM

      2023, Biomedical Signal Processing and Control
      Citation Excerpt :

      In the field of gaming, Li et al. [10] developed a P300 game which is highly compatible with the BCI system, making the game fully accessible to disabled person. Stein et al. [11] adjusted the difficulty of the game by analyzing the real-time excitement level of the player through EEG signals, which enhanced the gaming experience for players of different levels. While the enormous potential of EEG is fascinating, the research associated with it is challenging, the inherent characteristics of EEG, including weakness, non-linearity, non-stationarity, and randomness, make it difficult to be processed and analyzed.

    • Diversifying dynamic difficulty adjustment agent by integrating player state models into Monte-Carlo tree search

      2022, Expert Systems with Applications
      Citation Excerpt :

      Simple heuristic measurements are often too limited to satisfy the wide breadth of player expectations. Some researchers have developed DDA models to estimate players’ affective states using sensors (Afergan et al., 2014; Chanel et al., 2011; Fernandez B. et al., 2017; Kivikangas et al., 2011; Kneller et al., 2012; Parnandi & Gutierrez-Osuna, 2015; Rani et al., 2005; Stein et al., 2018; Tognetti et al., 2010). Instead of measuring player proficiency, they focus on how their DDA model improves the actual PX.

    • Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach

      2021, Entertainment Computing
      Citation Excerpt :

      Furthermore, we plan to exploit our evaluation results to adapt various aspects of the game to the detected learners' affective profiles to regulate their emotions when they are feeling some negative emotions. In fact, recognizing the players' affective states allows the researcher/instructor to adjust the challenge level of the game according to their competencies level basing on their current emotional states (engaged, confused, bored or anxious) [37]. For example when players feel anxious, a decrease of the challenge level seems to be effective in helping them to transit into the Flow state again.

    View all citing articles on Scopus
    View full text