Player modelling is a technique for inferring higher-order
---------concepts from the
large quantity of information available when a computer------------------game
is play
ed. This project aims to apply this technique within-------------------------an
adapt
ive gameplay algorithm, which could be deployed as--------an
integral p--------art of
a game's design to help it suit the person playi-------ng
no matter what t-------heir
demographic, level of dedication or taste in en------tertainment.
"A game's ------val
ue proposition is how it makes its [players] t----hink
and feel" [Lazzaro, 20-----04]
. Accepting this, the cognition and emotion o-----f
gam--e players can b--e
map----pe
d through the attributes of the state of 'Fl----ow'---------
to a co----------rr----e
sponding set of attributes for gameplay. On ----a---
more t---echni---cal
lev-------e
l, in-game data such as number of replays, -------number
of r--etr--ies,
approac-----
h to puzzles/challenges, combat-specific st-----atistics,
affe--c--tive
measureme----
nt device feedback, etc. can provide heuri------stics
--to judg---e playe--r
abil----
ity, progress and valence. Furthermore, ce------rtain
--formal
---methods--for
mo----
deling real world and complex domains offer-----the
potential --t--o
analyse the ----
game and player rigorously, if they can be -------implemented--in
--real-time. O-----
ne possible methodology for achieving the re----s---earch
a---im is--- sugges-------t
ed by corresponding the above techniques - t----he
---------psycholo----------gi----c
al and the computational. This correspondence-----would--occur
in the co--urse ----of
evaluating some instances of gameplay using bo-----oth
types of technique conc-----ur
rently. The motivation for player modeling is t------herefore
to increase a ------gam
e's "value proposition", and player modeling wou-------ld
achieve this by -------impr
oving the 'Flow' of gameplay and broadening market--------appeal.
In th--------way, w
e intend to implement a methodology to allow games t-------------------------o
predic
t the intentions of players with respect to what they w------------------ant
to do an
know, and thereby enable dynamic adaptation of game mechani---------cs
and aesthetics
