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Designing Engaging Games Using Bayesian Optimization

Published: 07 May 2016 Publication History

Abstract

We use Bayesian optimization methods to design games that maximize user engagement. Participants are paid to try a game for several minutes, at which point they can quit or continue to play voluntarily with no further compensation. Engagement is measured by player persistence, projections of how long others will play, and a post-game survey. Using Gaussian process surrogate-based optimization, we conduct efficient experiments to identify game design characteristics---specifically those influencing difficulty---that lead to maximal engagement. We study two games requiring trajectory planning, the difficulty of each is determined by a three-dimensional continuous design space. Two of the design dimensions manipulate the game in user-transparent manner (e.g., the spacing of obstacles), the third in a subtle and possibly covert manner (incremental trajectory corrections). Converging results indicate that overt difficulty manipulations are effective in modulating engagement only when combined with the covert manipulation, suggesting the critical role of a user's self-perception of competence.

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cover image ACM Conferences
CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
May 2016
6108 pages
ISBN:9781450333627
DOI:10.1145/2858036
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 07 May 2016

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Author Tags

  1. Gaussian processes
  2. difficulty manipulation
  3. engagement
  4. games
  5. motivation
  6. optimization
  7. persistence

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  • Research-article

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  • NSF

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CHI'16
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CHI'16: CHI Conference on Human Factors in Computing Systems
May 7 - 12, 2016
California, San Jose, USA

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CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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  • (2024)Cooperative Multi-Objective Bayesian Design OptimizationACM Transactions on Interactive Intelligent Systems10.1145/365764314:2(1-28)Online publication date: 17-Apr-2024
  • (2024)SwipeGANSpace: Swipe-to-Compare Image Generation via Efficient Latent Space ExplorationProceedings of the 29th International Conference on Intelligent User Interfaces10.1145/3640543.3645141(675-685)Online publication date: 18-Mar-2024
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  • (2024)A Meta-Bayesian Approach for Rapid Online Parametric Optimization for Wrist-based InteractionsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642071(1-38)Online publication date: 11-May-2024
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  • (2024)Rethinking dynamic difficulty adjustment for video game designEntertainment Computing10.1016/j.entcom.2024.10066350(100663)Online publication date: May-2024
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