dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | van den Broek, E. L. | |
dc.contributor.author | Konečný, R. | |
dc.date.accessioned | 2016-09-07T17:00:48Z | |
dc.date.available | 2016-09-07T17:00:48Z | |
dc.date.issued | 2016 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/24197 | |
dc.description.abstract | A dynamic 7-dimensional skill-capturing game player model and accompanying novel real-time
assessable metrics are introduced and validated by AI agents as well as human players. The model’s
dimensions quantify player’s: 1) cognitive skills – distance estimate (DE), muscle memory (MM),
reaction time (RT), space control (SC) and timing precision (TP); and 2) playing style – aggressiveness
(AG) and decision making (DM). The games with AI agents indicate that methods proposed for
metrics measurement are highly accurate – the anticipated outcome was achieved in 99.3 % of cases.
Experiments with 16 human participants confirmed a significant correspondence between the methods’
implementation and human perception of the metrics for AG, DM and SC. Moreover, the dimensions
were used to estimate the challenge factor of our in-house developed fighting game. The estimated result
indicate that DM, AG, RT and SC have the greatest effect on game’s challenge; together constituting
70%. The final results of this study show that this model is very promising for applications requiring
extensive behavioral and skill-capturing player characterization. | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 19150644 | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | |
dc.title | Modeling of fighting game players | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Fighting Games, Player Modeling, Skill Capture, Skill Measure | |
dc.subject.courseuu | Game and Media Technology | |