Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that implementing DDA for providing matches between player ability and overall game difficulty to the game, especially the modern game, has limitations in terms of increasing computational cost and complexities in the design of modeling the difficulty in modern games. To overcome limitations underlying the method of providing static difficulty changes to player, and DDA, we proposed a novel idea, Player Domination adjustment (PDA). The proposed idea is that to control the AI's actions based on the player's inputs so as to adjust the player's dominant power (e.g. the AI recognizes the player's attack actions but defends it in a wrong side to let the player incur damage to itself), which was proved as it leads to promotion of game-related self-efficacy in our work. Several pieces of research on were conducted on a social deduction game and a fighting game respectively, show our proposed idea has its potential of promoting User Experience(UX). As in an another study, outperforms DDA in two conducted experiments in terms of health promotion.
翻译:游戏游戏太容易就变得无聊,太困难就令人沮丧。在提供游戏经验方面,例如让具有不同能力球员享受球员享受球员的游戏体验方面,我们认为,执行DDD为球员的能力和游戏的总体困难,特别是现代游戏提供匹配,在计算成本和设计现代游戏困难模型方面,限制了计算成本和复杂性的增加;为了克服向球员提供静态困难变化的方法和DDA的局限性,我们提出了一个新颖的想法,即玩家定名调整(PDA)。 提议的想法是,根据球员的投入控制AI的行动,以调整球员的支配力(例如,AI承认玩家的攻击行动,但捍卫它是错误的,让球员自己受损害)。 事实证明,这导致促进与游戏有关的自我效能,我们分别进行了一些关于社会推理游戏和战斗游戏的研究,表明我们提出的想法具有促进用户经验的潜力(UX)。正如另一项研究一样,在健康试验中,在两种条件下,超越了DADA的外形体格。