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Maximizing player engagement in a global warming sensitization video game through reinforcement learning

Boudreault Maxime, Bouchard Bruno, Bouchard Kévin et Gaboury Sébastien. (2018). Maximizing player engagement in a global warming sensitization video game through reinforcement learning. Dans Goodtechs '18 : Proceedings of the 4th EAI International conference on smart objects and technologies for social good. (p. 196-201). New York, NY, United States : Association for computing machinery.

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URL officielle: http://dx.doi.org/doi:10.1145/3284869.3284920

Résumé

Global warming's consequences must be known and humanity has to take action. In spite of the efforts already taken toward that goal, the challenge remains. Of all media used to achieve that goal, video games are not as used as their increase in popularity may suggest; even when they are, their entertainment value is too low to raise interest. In this paper, we present a serious game called "Penguin Panic!", specifically developed to increase sensitization about climate change. In this game, a Dynamic Difficulty Adjustment (DDA) system is used to increase the player's interest by providing him or her with a flow-friendly game world. Using Reinforcement Learning, this DDA system adjusts difficulty in real-time based on the player's skills.

Type de document:Chapitre de livre
Date:2018
Lieu de publication:New York, NY, United States
Identifiant unique:10.1145/3284869.3284920
Sujets:Sciences naturelles et génie > Sciences appliquées > Eau et environnement
Sciences naturelles et génie > Sciences mathématiques > Informatique
Département, module, service et unité de recherche:Départements et modules > Département d'informatique et de mathématique
Éditeurs:Furini, Marco
Mirri, Silvia
Bouchard, Kévin
Mots-clés:applied computing, computing methodologies, computer games, education, machine learning, personal computers and PC applications, computers in other domains, proceedings
Déposé le:12 févr. 2021 14:55
Dernière modification:12 févr. 2021 14:55
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