Modeling and adjusting in-game difficulty based on facial expression analysis

被引:20
作者
Blom, Paris Mavromoustakos [1 ]
Bakkes, Sander [2 ]
Spronck, Pieter [1 ]
机构
[1] Tilburg Univ, Warandelaan 2, NL-5037 AB Tilburg, Netherlands
[2] Univ Utrecht, Dompl 29, NL-3512 JE Utrecht, Netherlands
关键词
Facial expression analysis; Game personalisation; Game difficulty adaptation; Dynamic difficulty adjustment; ADJUSTMENT;
D O I
10.1016/j.entcom.2019.100307
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In this paper we introduce Facial Expression Analysis (FEA) both as a means of predicting in-game difficulty and as a modeling mechanism, based on which we develop in-game difficulty adjustment algorithms for single player arcade games. Our main contribution is the implementation of an online and unobtrusive game personalisation system. On the basis of FEA, our system is able to adapt the difficulty level of the game to the individual player, without interruptions, during actual gameplay. Specifically, we study (a) how perceived in-game difficulty can be measured through facial expression analysis, and (b) how facial expression data can model player behavior and predict their affective state. Experimental findings reveal that different in-game difficulty settings can be correlated to distinct player emotions (revealed in facial expressions). Furthermore, a model based on facial expression analysis is successfully applied to calculate an appropriate difficulty setting, tailored to the individual player. From these results, we may conclude that efficient game personalisation is achievable through FEA.
引用
收藏
页数:10
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