Adaptable Game Experience Based on Player’s Performance and EEG

Author: Henry D. Fernandez B, Mikami Koji, Kunio Kondo, 2012

Aim

Limitation

Method

Problem

To create new and better ways to offer players with different skills, an appropriate experience

consequence of an unbalanced game design

diffificulty to make it appropriately challenging for players

there will be always be a player more skilful than the average and one less skilful than the average

Dynamic Difficulty Adjustment (DDA)

suitable for different genres of the game

board game

multiplayer digital game

racing game

platform game

the process of changing game elements automatically in real-time, based on the players performance

in order to adapt the game to each player and avoid frustrations or boredom

Rhythm-Group Theory

type of technique for automatic level creation is what player feels with their hands

to create levels with a sense of rhythm, level that are playable, natural feeling for players

some issues with the biosensor when performing the experiments

after players wear the device for a while, it becomes uncomfortable

Sometimes the connection between the device and the computer (bluetooth) was not strong enough to establish a successful connection.

For some players the device just didn’t fit well

Experiments

Player and Environment

25 participants asked to complete 5 levels and wear biosensor to record brain activity and adapt the experience

High performance player. A level created for a high performance player, more challenges, more difficult to clear.

Result

when challenge increasing, players perform better with a higher difficulty.

Advantage

level design matching different types of player’s skills and status, not only experienced players but also unexperienced players, people with different characteristics

Disadvantage

not envision this method for commercial use

Brain Computer Interface

used a biosensor called Neurosky Mindwave Mobile to capture the EEG data from the player

include a technology called ThinkGear which makes it is possible to have an interface with users’ brainwaves and the computer

click to edit

Rhythm Generation

Rhythm Type

regular type of rhythm: random or wing

Rhythm Density

number of action in a rhythm

the better result, the better density

min value 5 actions, max 50 actions

Action Type

action jump: low, medium, high

Rhythm Length

gameplay length follow level length

min 5 sec, max 30 sec

Geometry Generation

This system takes the rhythm created by the Rhythm Generation System and creates a physical level, assigning geometries for each action

simplified the elements in platformers, no special items or moving enemies

gap, player fall through gap and dies

spike, player dies when touching the spike