TY - JOUR
T1 - Modeling and adjusting in-game difficulty based on facial expression analysis
AU - Blom, Paris Mavromoustakos
AU - Methorst, Stefan
AU - Bakkes, Sander
AU - Spronck, Pieter
PY - 2019/8/1
Y1 - 2019/8/1
N2 - 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.
AB - 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.
KW - Dynamic difficulty adjustment
KW - Facial expression analysis
KW - Game difficulty adaptation
KW - Game personalisation
UR - http://www.mendeley.com/research/modeling-adjusting-ingame-difficulty-based-facial-expression-analysis
U2 - 10.1016/j.entcom.2019.100307
DO - 10.1016/j.entcom.2019.100307
M3 - Article
SN - 1875-9521
VL - 31
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100307
ER -