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Adaptable game experience through procedural content generation and brain computer interface

Published: 24 July 2016 Publication History

Abstract

For high skilled players, an easy game might become boring and for low skilled players, a difficult game might become frustrating. This research's goal is to offer players a personalized experience adapted according to their performance and levels of attention. We created a simple side-scrolling 2D platform game using Procedural Content Generation, Dynamic Difficulty Adjustment techniques and brain computer data obtained from players in real time using an Electroencephalography device. We conducted a series of experiments with different players and got results that confirm that our method is adjusting each level according to performance and attention.

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References

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Cechanowicz, J. E., Gutwin, C., and Bateman, S. 2014. Improving player balancing in racing games. In Proceedings of CHI PLAY '14, ACM New York, NY, USA 2014, 47--56.
[2]
Jennings-Teats, M., Smith, G., and Wardrip-Fruin, N. 2010. Polymorph: Dynamic difficulty adjustment through level generation. In Proceedings of PCGames '10, ACM New York, NY, USA 2010.
[3]
Kraaijenbrink, E., Gils, F., Cheng, Q., Herk, R., and Hoven, E. 2009. Balancing skills to optimize fun in interactive board games. In Proceedings of INTERACT '09, Springer-Verlag Berlin, Heidelberg 2009, 301--313.
[4]
Moran, A., and Murphy, S. M. 2012. The Oxford Handbook of Sport and Performance Psychology: Concentration: Attention and Performance. Oxford University Press, 198 Madison Avenue, New York, NY 10016.
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NeuroSky, I., 2015. Neurosky.com, (2015). biosensors and algorithms --- ecg --- eeg --- neurosky. {Online; accessed 26-January-2016}.
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Shaker, N., Yannakakis, G., and Togelius, J. 2010. Towards automatic personalized content generation for platform games. In Proceedings of AIIDE '10.
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Smith, G., Treanor, M., Whitehead, J., and Mateas, M. 2009. Rhythm-based level generation for 2d platformers. In Proceedings of FDG '09, ACM New York, NY, USA 2009, 175--182.

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      cover image ACM Conferences
      SIGGRAPH '16: ACM SIGGRAPH 2016 Posters
      July 2016
      170 pages
      ISBN:9781450343718
      DOI:10.1145/2945078
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

      Publication History

      Published: 24 July 2016

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      Author Tags

      1. BCI
      2. EEG
      3. dynamic difficulty adjustment
      4. game design
      5. game development
      6. level design
      7. neurosky
      8. platformer
      9. player experience
      10. playtesting
      11. procedural content generation

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