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Procedural versus human level generation: Two sides of the same coin?
International Journal of Human-Computer Studies ( IF 5.4 ) Pub Date : 2020-05-16 , DOI: 10.1016/j.ijhcs.2020.102465
Luiz Rodrigues , Robson Bonidia , Jacques Brancher

Game development often requires a multidisciplinary team, demands substantial time and budget, and leads to a limited number of game contents (e.g., levels). Procedural Content Generation (PCG) can remedy some of these problems, aiding with the automatic creation of content such as levels and graphics, in both the development and playing time. However, little research has been performed in terms of how PCG influences players, especially on Digital Math Games (DMG). This article addresses this problem by investigating the interactions of players with a DMG that uses PCG, investigating the hypothesis that interacting with this intervention can provide experiences as good as human-designed content. To accomplish this goal, an A/B test was performed wherein the only difference was that one version (static, N = 242) had human-designed levels, whereas the other (dynamic, N = 265) provided procedurally generated levels. To validate the approach, a two-sample experiment was designed in which each sample played a single version and, thereafter, self-reported their experiences through questionnaires. We contribute by showing how the participants interactions with a DMG are reported in terms of (1) fun, (2) willingness to play the game again, and (3) curiosity, in addition to how they (4) describe their experiences. Our findings show that samples’ experiences did not significantly differ on the four metrics, but did differ on in-game performance. We discuss possible factors that might have influenced players’ experiences, in terms of the participants performances and their demographic attributes, and how our findings contribute to human interaction with computers.



中文翻译:

程序与人的水平生成:同一枚硬币的两个侧面?

游戏开发通常需要一支跨学科的团队,需要大量的时间和预算,并且导致有限的游戏内容(例如关卡)。程序内容生成(PCG)可以解决其中的一些问题,有助于在开发和播放时自动创建内容,例如关卡和图形。但是,关于PCG如何影响玩家的研究很少,尤其是在数字数学游戏(DMG)方面。本文通过调查玩家与使用PCG的DMG的交互来解决此问题,并调查与该干预进行交互可以提供与人为设计的内容一样好的体验的假设。为了实现这一目标,我们进行了A / B测试,其中唯一的区别是一个版本(静态,N = 242)具有人为设计的水平,而其他(动态,N = 265)。为了验证该方法,设计了一个包含两个样本的实验,其中每个样本都播放一个版本,然后通过问卷调查自我报告他们的经历。我们通过展示参与者如何与DMG互动来做出贡献,这些参与者是根据(1)乐趣,(2)愿意再次玩游戏以及(3)好奇心以及他们(4)如何描述他们的经历来报告的。我们的发现表明,样本的体验在这四个指标上并没有显着差异,但是在游戏中的表现上却存在显着差异。我们从参与者的表现及其人口统计学特征以及我们的发现如何促进人与计算机的交互方面讨论了可能影响玩家体验的可能因素。

更新日期:2020-05-16
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