语音驱动游戏修改体验对比:PATCH FIGHTER 单人游玩、双人游玩与双人观看
Comparing Experiences of Speech-Driven Game Modification in Solo Play, Paired Play, and Paired Watching Using the Fighting Game PATCH FIGHTER
研究团队开发了双人格斗游戏 PATCH FIGHTER,含 91 种可调参数,由大语言模型读取玩家游玩中的对话并在对局间改写参数,让玩家仅靠说话就能修改游戏。27 对(54 名)参与者的被试内实验显示,双人游玩是最愉快的条件,且参与者比单人游玩时更敢表达对游戏的看法;双人观看因无法亲自尝试改动而评价较低。由于设计无法区分修改与游玩各自的乐趣,作者将分离测量及对生成游戏的评估列为未来工作。
arXiv:2610.26447v1 Announce Type: new Abstract: Players often have ideas about a game while playing it, but turning them into changes usually means stepping out of play to edit it. We built PATCH FIGHTER, a two-player fighting game defined by 91 types of adjustable parameters. A large language model (LLM) reads players' conversations during play and rewrites these parameters between games, so players can change the game just by talking. We conducted a within-subjects experiment with 27 pairs (54 participants) comparing three conditions, solo play, paired play, and paired watching. Participants rated enjoyment after each game and answered a questionnaire on speech and changes after each condition. Paired play was the most enjoyable condition. In paired play, participants also felt more able to say what they thought about the game than in solo play. In interviews, participants valued talking with the partner and checking changes through their own play. Paired watching was less preferred because they could not try the changes themselves. As our design cannot separate the enjoyment of editing from that of play, we outline a design that measures them separately and the evaluation of the resulting games as future work.
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来源:arXiv · Human-Computer Interaction · arxiv.org