\documentclass{beamer} \usepackage{ulem} \usepackage[utf8]{inputenc} \usetheme{metropolis} \title[CE810 GD2]{CE810 - Game Design 2} \subtitle{Evaluating Performance} \date{Monday (AM), 14 May 2018} \author{Joseph Walton-Rivers \& Piers Williams} \institute{Univeristy of Essex} \newcommand{\keyterm}[1] {\textbf{\alert{#1}}} %\usepackage{beamer} \begin{document} \begin{frame} \titlepage \end{frame} % What do we want? % What do we measure? % How do we measure it? \begin{frame}{What is Player Experience?} Player experience \end{frame} \section{Metrics} \begin{frame} Collect data on how players/bots work \begin{block}{Activity} What kinds of features can we collect? \end{block} \end{frame} \begin{frame}{Data from humans} high-level human experience Biosignals Surveys and interviews \end{frame} \begin{frame}{Data from bots} Internal State How often does a bot face a difficult choice \end{frame} \begin{frame}{Data from either} Final Score distribution, Game duration, Score 'drama', Statical distribution of states, Degree of challenge \end{frame} \begin{frame}{Data from populations} Variability of scores, skill-depth \end{frame} \section{Action Sequences} \begin{frame}{Data from either} Actions taken, Record the sequence of button-pushes \end{frame} \begin{frame}{Entropy} \end{frame} %% METRICS % Simon's raw vs computed metrics. %% SKILL % Evaluating skill depth \end{document}