To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and platformer games. Using high-level gameplay features that feed preference learning models we are able to predict arousal accurately across different games of the same genre in a large-scale dataset of over 1,000 arousal-annotated play sessions. Our genre models predict changes in arousal with up to 74% accuracy on average across all genres and 86% in the best cases. We also examine the feature importance during the modelling process and find that time-related features largely contribute to the performance of both game and genre models. The prominence of these game-agnostic features show the importance of the temporal dynamics of the play experience in modelling, but also highlight some of the challenges for the future of general affect modelling in games and beyond.
翻译:抽象游戏量度能在多大程度上在游戏类型中以一般方式捕捉玩家的经验?在本综合研究中,我们通过三种不同的游戏类型来处理这个问题:赛跑、射击和平台游戏。使用高层次游戏玩耍功能来提供偏好学习模型,我们可以精确预测在1000多个有注解的游戏周期的大型数据集中同一类型不同游戏中的振奋性。我们的基因模型预测在所有类型中平均达到74%的精度,在最佳情况下达到86%的精度。我们还在模拟过程中审视特征的重要性,并发现与时间有关的特性在很大程度上有助于游戏和类型模型的性能。这些游戏的突出性能显示了游戏在模拟中的时间动态的重要性,但也突出了未来一般模拟在游戏中和以后会影响游戏模拟的一些挑战。