Abstract
One way to make video games more attractive to a wider audience is to make them adaptive to players. The preferences and skills of players can be determined in a variety of ways, but should be done as unobtrusively as possible to keep the player immersed. This paper explores how gameplay input recorded in a first-person shooter can predict a player's ability. As these features were able to model a player's skill with 76% accuracy, without the use of game-specific features, we believe their use would be transferable across similar games within the genre. © 2013 IEEE.
| Original language | English |
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| Title of host publication | IEEE Conference on Computatonal Intelligence and Games, CIG|IEEE Conf. Comput. Intell. Games, CIG |
| Place of Publication | U.S.A. |
| Publisher | IEEE |
| ISBN (Print) | 9781467353113 |
| DOIs | |
| Publication status | Published - 2013 |
| Event | 2013 IEEE Conference on Computational Intelligence in Games, CIG 2013 - Niagara Falls, ON Duration: 1 Jul 2013 → … |
Conference
| Conference | 2013 IEEE Conference on Computational Intelligence in Games, CIG 2013 |
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| City | Niagara Falls, ON |
| Period | 1/07/13 → … |