Prolonging the Life Cycle of Computer Games: Taking Fighting Games as an Example: How to Make Virtual Masters More Real?

H.C. Keh and Y. Wang (Taiwan)


Virtual reality, virtual human, artificial intelligence, computer game, eye tracking


In application of virtual reality, computer games are the most common epitome of all relevant technologies. The exquisite scenes, realness and diversified content of the games are attractions to users, while scripts may vary for different types of games. To make the games more difficult and flexible, one of the most important things is the A. I. design of opposing roles or levels. In the A.I. module of traditional games, new difficulty must be set based on the results at the end of each round, or users are allowed to choose the level of difficulty by themselves at the very beginning of the game. In this way, users can pass barriers faster, and game designers are motivated to constantly improve the roles or the types and versions of the levels. In this paper, we will discuss how to improve the A. I module of the games through data analysis and a special input device called "eye tracking system"[1], and how to make the games more difficult by retrieving real-time information from the user's eye gaze, and predict his mind and following action. The ultimate goal is to make the games user-friendlier and real, so as to prolong the life cycle of the games and enhance economic efficiency.

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