Research Article
Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter
Table 5
Action recognition algorithm function in relation to player performance.
| | Expert players | Amateur players | | Five best | Five worst | Modifications | 1 | 2 | 3 | 4 | 5 | 9 | 10 | 11 | 12 | 13 |
| Automatic blast radius adjustment | X | X | X | X | X | √ | √ | √ | √ | √ | Automatic weapon directional control | X | X | X | X | X | √ | √ | √ | √ | √ | Automatic NPC skill reduction | X | X | X | X | X | √ | √ | √ | √ | √ | Modify geometry | √ | √ | √ | √ | √ | X | X | X | X | X | Kill zone counter | √ | √ | √ | √ | √ | X | X | X | X | X | NPC lure | √ | √ | √ | √ | √ | X | X | X | X | X |
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