Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter
With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as pro...
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Format: | Article |
Language: | English |
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Wiley
2010-01-01
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2010/536480 |
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author | S. Kazmi I. J. Palmer |
author_facet | S. Kazmi I. J. Palmer |
author_sort | S. Kazmi |
collection | DOAJ |
description | With games continuously and rapidly evolving to become more complex and sophisticated in their
nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the “adaptive” mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of “emergence” which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game. |
format | Article |
id | doaj-art-a8b9fc2a7c554f808a2275084464247f |
institution | Kabale University |
issn | 1687-7047 1687-7055 |
language | English |
publishDate | 2010-01-01 |
publisher | Wiley |
record_format | Article |
series | International Journal of Computer Games Technology |
spelling | doaj-art-a8b9fc2a7c554f808a2275084464247f2025-02-03T01:02:48ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552010-01-01201010.1155/2010/536480536480Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person ShooterS. Kazmi0I. J. Palmer1Department of Electronic Imaging and Media Communications, School of Informatics, University of Bradford, West Yorkshire, BD7 1DP, UKDepartment of Electronic Imaging and Media Communications, School of Informatics, University of Bradford, West Yorkshire, BD7 1DP, UKWith games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the “adaptive” mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of “emergence” which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.http://dx.doi.org/10.1155/2010/536480 |
spellingShingle | S. Kazmi I. J. Palmer Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter International Journal of Computer Games Technology |
title | Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter |
title_full | Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter |
title_fullStr | Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter |
title_full_unstemmed | Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter |
title_short | Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter |
title_sort | action recognition for support of adaptive gameplay a case study of a first person shooter |
url | http://dx.doi.org/10.1155/2010/536480 |
work_keys_str_mv | AT skazmi actionrecognitionforsupportofadaptivegameplayacasestudyofafirstpersonshooter AT ijpalmer actionrecognitionforsupportofadaptivegameplayacasestudyofafirstpersonshooter |