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Skill-mirroring control systems

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Published
Publication date1/12/2009
Host publicationCGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security
Pages337-343
Number of pages7
<mark>Original language</mark>English
EventComputer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security - Singapore, Singapore
Duration: 11/05/200912/05/2009

Conference

ConferenceComputer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security
Country/TerritorySingapore
CitySingapore
Period11/05/0912/05/09

Publication series

NameCGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security

Conference

ConferenceComputer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security
Country/TerritorySingapore
CitySingapore
Period11/05/0912/05/09

Abstract

Most current input systems for games rely on mechanistic iconographic based interactions such as an "attack" button, in hardware or software, which encompasses the whole sequence of preparation, timing, execution, and recovery from the action. The few systems which differ mostly involve hardware analogues of physical equipment and movements. These often capture the movement of the real action but not the primary skill required; capturing secondary skills are almost never even attempted. I propose a series of software-based approaches which capture primary and secondary skills required to mirror a player's character's abilities in the player themselves. For example in the role-playing games, if the player has the skills a designer thinks a wizard or warrior would have, the player's character will be better at that class. Comparisons with existing popular systems are made and the implications of this system for cheating, bots, leveling, class selection and experience levels are discussed.