Abstract

Gomoku (also called ”Five in a row”) is one of the earliest popular checkerboard games invented by humans. In computing research, a tree-based data structure and its branching factor is the common technique of analyzing such board game. While eye-tracking techniques have been used for decades in interpreting human behaviors and improving human-computer interaction, it had rarely been utilized in analyzing engagement in game playing. Utilizing a game refinement theory alongside eye-tracking technique, the objective of this paper is to propose a new algorithm to measure the branching factor and quantify personalized challenge in playing a game. In addition, investigating the eye-tracking parameters may also provide means of measuring the players ability, further supporting the main objective of this paper. The findings showed that the proposed algorithm is a promising approach in order to help the game developer to design a game with a personalized challenge that changes according to the players ability; thus, possibly improving the players engagement and entertainment in games as well as other domains in the future.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.