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Understanding player threat responses in FPS games

Published: 30 September 2013 Publication History

Abstract

This paper describes the results of a study designed to understand the components contributing to a participant's assessment of threatening situations in a competitive First Person Shooter (FPS) game Quake III: Arena. The analysis process described compares theoretical, questionnaire based data with that of actual game play footage and identifies how skill and experience can affect a player's ability to accurately assess threat. This research also identifies relationships between variables contributing to a participant's threat assessment process which are not usually acknowledged in game AI design. A suggestion for integrating player-like threat based decision making processes is proposed.

References

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Clarke, D. and Duimering, P. R. 2006. How computer gamers experience the game situation: a behavioral study. Computers in Entertainment. 4, 3 (2006), 6.
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Conroy, D. et al. 2012. Spotting the Difference: Identifying Player Opponent Preferences in FPS Games. Entertainment Computing - ICEC 2012 SE - 10. M. Herrlich et al., eds. Springer Berlin Heidelberg. 114--121.
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Esparcia-Alcazar, A. et al. 2010. Controlling bots in a First Person Shooter game using genetic algorithms. Evolutionary Computation (CEC), 2010 IEEE Congress on (2010), 1--8.
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Hartley, T. P. and Mehdi, Q. H. 2011. In-game tactic adaptation for interactive computer games. 2011 16th International Conference on Computer Games (CGAMES). (Jul. 2011), 41--49.
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Laird, J. E. 2001. It knows what you're going to do: adding anticipation to a Quakebot. Proceedings of the fifth international conference on Autonomous agents (New York, NY, USA, 2001), 385--392.
[6]
Perron, B. 2004. Sign of a threat: The effects of warning systems in survival horror games. COSIGN 2004 Proceedings. September (2004).
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Schrum, J. et al. 2012. Human-Like Combat Behaviour via Multiobjective Neuroevolution. Believable Bots SE - 5. P. Hingston, ed. Springer Berlin Heidelberg. 119--150.
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The 2k BotPrize: Can computers play like people?: 2012. http://botprize.org/.

Cited By

View all
  • (2018)An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representationsEntertainment Computing10.1016/j.entcom.2018.01.00326(41-58)Online publication date: May-2018
  • (2016)Scaffolding Player Location Awareness through Audio Cues in First-Person ShootersProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858172(3450-3461)Online publication date: 7-May-2016
  • (2015)Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games2015 IEEE Games Entertainment Media Conference (GEM)10.1109/GEM.2015.7377211(1-8)Online publication date: Oct-2015

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Published In

cover image ACM Other conferences
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
September 2013
243 pages
ISBN:9781450322546
DOI:10.1145/2513002
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Macquarie University-Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 September 2013

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Author Tags

  1. AI
  2. bots
  3. first person shooter
  4. player modeling
  5. threat

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  • Short-paper

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IE'2013
Sponsor:
IE'2013: The 9th Australasian Conference on Interactive Entertainment -
September 30 - October 1, 2013
Melbourne, Australia

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IE '13 Paper Acceptance Rate 20 of 51 submissions, 39%;
Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2018)An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representationsEntertainment Computing10.1016/j.entcom.2018.01.00326(41-58)Online publication date: May-2018
  • (2016)Scaffolding Player Location Awareness through Audio Cues in First-Person ShootersProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858172(3450-3461)Online publication date: 7-May-2016
  • (2015)Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games2015 IEEE Games Entertainment Media Conference (GEM)10.1109/GEM.2015.7377211(1-8)Online publication date: Oct-2015

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