Abstract
This study presents an in-game audio-cue setting approach using Gaussian Process Regression (GPR) to provide dynamic difficulty adjustment (DDA) in a first-person shooter game. A novel difficulty-recommendation method is proposed to set our GPR goal for a better personalized audio cue setting. Recent studies showed that audio cues could give the player significant affective changes and influence the player’s performance. In addition, other studies showed that it is effective to train the player’s in-game ability by adjusting audio cues. However, no research has used audio cues as the primary factor in determining game difficulty. Experimental results show that our game can reach a recommended difficulty within a few plays.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Demo videos: https://tinyurl.com/FPSaudioCues.
References
Felix, A., King, C.L., Gunawan, A.A.S.: Audio Influence on Game atmosphere during various Game Events. Proc. Comput. Sci. 179, 222–231 (2021)
Ribeiro, G., Rogers, K., Altmeyer, M., Terkildsen, T., Nacke, L.E.: Game atmosphere: effects of audiovisual thematic cohesion on player experience and psychophysiology. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play on Proceedings, pp. 107–119 (2020)
Tuuri, K., Koskela, O., Vahlo, J., Tissari, H.: Identifying the impact of game music both within and beyond gameplay. In: Baalsrud Hauge, J., C. S. Cardoso, J., Roque, L., Gonzalez-Calero, P.A. (eds.) ICEC 2021. LNCS, vol. 13056, pp. 411–418. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-89394-1_33
Cassidy, G., MacDonald, R.: The effects of music choice on task performance: a study of the impact of self-selected and experimenter-selected music on driving game performance and experience. Music. Sci. 13, 357–386 (2009)
Liu, C., Agrawal, P., Sarkar, N., Chen, S.: Dynamic difficulty adjustment in computer games through real-time anxiety-based affective feedback. Int. J. Hum. Comput. Interact. 25, 506–529 (2009)
Cowan, B., Kapralos, B., Collins, K.: Does improved sound rendering increase player performance? a graph-based spatial audio framework. IEEE Trans. Games 13, 263–274 (2020)
Dechant, M., Poeller, S., Johanson, C., Wiley, K., Mandryk, R.L.: In-game and out-of-game social anxiety influences player motivations, activities, and experiences in MMORPGs. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems on Proceedings, pp. 1–14 (2020)
Johanson, C., Mandryk, R.L.: Scaffolding player location awareness through audio cues in first-person shooters. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 3450–3461 (2016)
Oren, M.A.: Speed sonic across the span: building a platform audio game. In: CHI 2007 Extended Abstracts on Human Factors in Computing Systems on Proceedings, pp. 2231–2236 (2007)
Khajah, M.M., Roads, B.D., Lindsey, R.V., Liu, Y.-E Mozer, M.C.: Designing engaging games using Bayesian optimization. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 5571–5582 (2016)
González-Duque, M., Palm, R.B., Risi, S.: Fast game content adaptation through bayesian-based player modelling. In: 2021 IEEE Conference on Games (CoG), pp. 01–08 (2021)
Constant, T., Levieux, G.: Dynamic difficulty adjustment impact on players’ confidence. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–12 (2019)
Acknowledgment
JingYi Gao from Tokyo Polytechnic University contributed to this work by providing game modifications. Ratchanon Nobnop from our laboratory contributed to this work with technical support.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
1 Electronic supplementary material
Below is the link to the electronic supplementary material.
Rights and permissions
Copyright information
© 2022 IFIP International Federation for Information Processing
About this paper
Cite this paper
Li, X., Wira, M., Thawonmas, R. (2022). Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter. In: Göbl, B., van der Spek, E., Baalsrud Hauge, J., McCall, R. (eds) Entertainment Computing – ICEC 2022. ICEC 2022. Lecture Notes in Computer Science, vol 13477. Springer, Cham. https://doi.org/10.1007/978-3-031-20212-4_12
Download citation
DOI: https://doi.org/10.1007/978-3-031-20212-4_12
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-20211-7
Online ISBN: 978-3-031-20212-4
eBook Packages: Computer ScienceComputer Science (R0)