Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Content Generation for DDA in VR exercise games by procedurally generating levels that match the player's current capabilities. Not only finetuning specific parameters but creating completely new levels has the potential to decrease repetition over longer time periods and allows for the simultaneous adaptation of the cognitive and physical challenge of the exergame. As a proof-of-concept, we implement an initial prototype in which the player must traverse a maze that includes several exercise rooms, whereby the generation of the maze is realized by a neural network. Passing those exercise rooms requires the player to perform physical activities. To match the player's capabilities, we use Deep Reinforcement Learning to adjust the structure of the maze and to decide which exercise rooms to include in the maze. We evaluate our prototype in an exploratory user study utilizing both biodata and subjective questionnaires.
翻译:以物理活动为特点的虚拟(VR)游戏显示,它提高了玩家锻炼运动的积极性。但是,要使这种锻炼产生积极的保健效果,必须每周重复几次。要保持玩家的动机,游戏往往使用动态困难调整(DDA)来根据玩家的能力来调整游戏的挑战。对于运动游戏来说,这主要是通过调整特定游戏参数来完成的,例如物体的速度。在这项工作中,我们提议在VR运动游戏中使用由经验驱动的程序内容生成程序来为DADA产生与玩家当前能力相匹配的水平。不仅微调特定参数,而且创造全新的水平,在较长的时间里可以减少重复,并允许同时调整运动场外的认知和物理挑战。作为一个证据,我们实施一个初步原型,使玩家必须绕过一个包括几个运动室在内的迷宫,通过一个神经网络来生成迷宫。通过这些运动室需要玩家进行磁力活动,不仅需要进行微活动,而且还需要创建全新的水平。为了让玩家们在更长时间里练习中学习,我们使用一个原型的模型来评估。