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