Bergen Open Research Archive

Improving user experience in StateCraft

Bergen Open Research Archive

Show simple item record Carlson, Christoph Mandler eng Hellevang, Mathias eng 2011-05-03T08:20:18Z 2011-05-03T08:20:18Z 2010-06-01 eng 2010-06-01 eng
dc.description.abstract User experience is an important aspect of game development, and techniques in Artificial Intelligence have been proved to increase the agent performance and have the potential to affect user experience in games. In this thesis, we aim to improve the user experience of the computer game known as StateCraft by extending the computer controlled opponent with the Emotion module and the Prisoner's Dilemma module. We conducted simulations and user tests to study the effects of these modules on the agent performance and user experience. The Emotion module gives the autonomous agent in StateCraft emotions. Existing research shows that emotions affect the decision making of the agent and make it appear more human-like. Statistic analysis of the simulation data indicates that agents perform worse in general with emotions than without. Based on the study performed on the user test of StateCraft with and without the Emotion module, we are not able to make a clear conclusion on the user experience, but the results indicate that playing against emotional agents is more fun, hence increases the user experience. The Prisoner's Dilemma module gives the autonomous agent in StateCraft an understanding of the concept of the Prisoner's Dilemma. StateCraft contains several situations similar to the ones expressed in the Prisoner's Dilemma, and we wished to study whether the agent would perform differently if it understood this concept. The module was implemented with two strategies for the Prisoner's Dilemma module, Tit-For-Tat and Freidman, which both modify the behaviour of the agent according to the original specification of the strategies. Statistic analysis of the simulation data shows that Tit-For-Tat and Freidman lead to a more balanced game when all the agents are using the same strategy. The results from the user test with and without the Prisoner's Dilemma module were ambiguous, and thus indicate that further research is required to study the effects of these strategies on user experience. en_US
dc.format.extent 1723570 bytes eng
dc.format.mimetype application/pdf eng
dc.language.iso eng eng
dc.publisher The University of Bergen eng
dc.subject Emo eng
dc.subject AI eng
dc.subject StateCraft eng
dc.subject Game eng
dc.subject Diplomacy eng
dc.title Improving user experience in StateCraft eng
dc.type Master thesis eng Master nob
dc.type.course INFO390 eng
dc.subject.nsi VDP::Social science: 200::Media science and journalism: 310 eng
dc.subject.archivecode Mastergrad eng
dc.subject.nus 735115 eng
dc.type.program MASV-INFO eng

Files in this item


This item appears in the following Collection(s)

Show simple item record

Search BORA


My Account