15 research outputs found
Modeling user experience in electronic entertainment using psychophysiological measurements
Analyses of user experience in electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems - mainly the subject bias and interpretation difficulties - and therefore should not be used as a sole metric. To deal with this problem, we propose a possibility of creating a model of consumer experience based on psychophysiological measurements and describe how such model can be trained using machine learning methods. Models trained exclusively on real-time data produced by autonomic nervous system and involuntary physiological responses is not susceptible to subjective bias, misinterpretation and imprecision caused by the delay between the experience and the interview. This paper proposes a potentially promising direction for future research and presents an introductory analysis of available biological data sources, their relevance to user experience modeling and technical prerequisites for their collection. Multiple psychophysiological measurements (such as heart rate, electrodermal activity or respiratory activity) should be used in combination with self-reporting methods to prepare training sets for machine learning models. During our initial experiments, we collected time-series heart rate data for two computer games - Hearthstone and Dota 2. This preliminary analysis suggests the existence of a correlation between psychophysiological measurements and in-game events. Actual ready-to-use user experience models are out of the scope of this paper
Large-scale Online Ridesharing: The Effect of Assignment Optimality on System Performance
Mobility-on-demand (MoD) systems consist of a fleet of shared vehicles that
can be hailed for one-way point-to-point trips. The total distance driven by
the vehicles and the fleet size can be reduced by employing ridesharing, i.e.,
by assigning multiple passengers to one vehicle. However, finding the optimal
passenger-vehicle assignment in an MoD system is a hard combinatorial problem.
In this work, we demonstrate how the VGA method, a recently proposed systematic
method for ridesharing, can be used to compute the optimal passenger-vehicle
assignments and corresponding vehicle routes in a massive-scale MoD system. In
contrast to existing works, we solve all passenger-vehicle assignment problems
to optimality, regularly dealing with instances containing thousands of
vehicles and passengers. Moreover, to examine the impact of using optimal
ridesharing assignments, we compare the performance of an MoD system that uses
optimal assignments against an MoD system that uses assignments computed using
insertion heuristic and against an MoD system that uses no ridesharing. We
found that the system that uses optimal ridesharing assignments subject to the
maximum travel delay of 4 minutes reduces the vehicle distance driven by 57 %
compared to an MoD system without ridesharing. Furthermore, we found that the
optimal assignments result in a 20 % reduction in vehicle distance driven and 5
% lower average passenger travel delay compared to a system that uses insertion
heuristic.Comment: Accepted Manuscript version. Currently published online in the
Journal of Intelligent Transportation Systems:
https://www.tandfonline.com/doi/abs/10.1080/15472450.2022.212165
Testing demand responsive shared transport services via agent-based simulations
Demand Responsive Shared Transport DRST services take advantage of
Information and Communication Technologies ICT, to provide on demand transport
services booking in real time a ride on a shared vehicle. In this paper, an
agent-based model ABM is presented to test different the feasibility of
different service configurations in a real context. First results show the
impact of route choice strategy on the system performance
The Current State of StarCraft AI Competitions and Bots
Real-Time Strategy (RTS) games have become an increasingly popular test-bed for modern artificial intelligence techniques. With this rise in popularity has come the creation of several annual competitions, in which AI agents (bots) play the full game of StarCraft: Broodwar by Blizzard Entertainment. The three major annual StarCraft AI Competitions are the Student StarCraft AI Tournament (SSCAIT), the Computational Intelligence in Games (CIG) competition, and the Artificial Intelligence and Interactive Digital Entertainment (AIIDE) competition. In this paper we will give an overview of the current state of these competitions, and the bots that compete in them