Well File:

 University of Porto


Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method

AAAI Conferences

Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. In this paper, we propose a generalizable approach for building predictive models of players’ emotional reactions across different games and game genres, as well as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations between changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors. We expect this work to benefit game designers by accelerating the affective play-testing process through the offline simulation of players' reactions to game design adaptations, as well as to contribute towards individually-tailored affective gaming.


Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games

AAAI Conferences

Designing adaptive games for individual emotional experiences is a tricky task, especially when detecting a player’s emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamental relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Models (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide information on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player’s emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components involved in regulating players’ affective experience. We expect our technique will allow game designers to focus on defining high-level rules for generating gameplay experiences instead of having to create and test different content for each player type.


Spectrum-Based Sequential Diagnosis

AAAI Conferences

We present a spectrum-based, sequential software debugging approach coined Sequoia, that greedily selects tests out of a suite of tests to narrow down the set of diagnostic candidates with a minimum number of tests. Sequoia handles multiple faults, that can be intermittent, at polynomial time and space complexity, due to a novel, approximate diagnostic entropy estimation approach, which considers the subset of diagnoses that cover almost all Bayesian posterior probability mass. Synthetic experiments show that Sequoia achieves much better diagnostic uncertainty reduction compared to random test sequencing.Real programs, taken from the Software Infrastructure Repository, confirm Sequoia's better performance, with a test reduction up to 80% compared to random test sequences.