The proposed project is an analysis of several factors revolving around
decision-making in a narrative game. Specifically, this will analyze the time it
takes to make a choice alongside the placement of the mouse, and for what
durations, in that time frame. This is in conversation with gaze-tracking work
of a similar nature, though the focusses for those tend more tends economic or
ethical choices. There are not any studies published to the databases searched
that included this aspect of assesment, hence that being the focus of the
analysis here. The final project will consist of three sections; part one being
the mouse tracking module, part two being the narrative choice-based game, and
part three being the analysis of the data collected from a study of players
making choices tracked by part one during play of part two. The game and
tracking are planned to be implemented through use of the module
pygame
.
The demo included will be a sample draft of mouse movement tracking in a
pygame
implementation.
Summary: This study uses scanpath images created from eye-tracking software to investigate if the scanpath images increase the accuracy of choice prediction. Specifically, the study aims to achieve a better awareness of the uses of eye-tracking using their scanpath image generation to assess choices made by participants in economic games. This is examined by looking at which choice patterns the particpant uses(Equilibrium, Naive, and Coordination) alongside the length of time for making such choices and assessing these elements alongside the patterns displayed by the scanpath images. Namely, these allow the researchers to assess the likely thought process of the participant. Using machine learning, the researchers classify each scanpath. This is how the model predictions are assessed. Ultimately, this study was able to represent the decision-making processes of the participants through these scanpath images.
This relates to this project in that the goal is to use mouse tracking in a similar way to the eye tracking in this study. It also covers decision analysis, though in a manner different than this project will be doing.
Summary: This study observes the eye movements of players in strategic games, alongside existing reasoning models such as level-k theories and attribute models. Level-k theories studies the why of players make the choices they do. By comparing the eye tracking information to these theories, researchers could assess the correlations with each level. They found that trained players had different eye movements than untrained, and similar eye movements to each other. Another model of comparison was attribute models, for risky, multiattribute choices. Using a simple regression, the study found that the attributes, attributes and fixations, and transitions and attribute values had statistically significant correlation. With these results it was determined that the time and eye tracking data appeared most similar to accumulator models.
Much like the previous article, this involves an analysis of player choices using gaze tracking. This study also goes in-depth about the theories of though that are associated with choices and behaviors, and uses a regression to analyze that. A future element of this project, the data analysis, will likely incorporate a similar element.
Summary: This study utilizes level-k theory to look at player choices in strategy games where another player is involved, without knowing what choice the other player will make. Using this framework, the researchers then manipulated elements such as time and available information to assess shifts in strategy. Overall, it is found that the hypothesis of reduced time leading to reduced assessment of information and time taken to make that decision, altering strategic behavior from the baseline of the player.
This adds in the element of time constraints to some of the theories discussed previously, and how that influences and alters the positioning of player choices relative to these theories. The study of choice is prevalent in the work being done on this project as well.
Summary: This study creates a story through a narrative where the player and NPCs can take actions. In order to study refining so that the player is not limited in actions, the potential actions of the NPCs are limited instead. Specifically, the story graph is pruned by ensuring there is one action an NPC can take in any given possible situation. This is in some ways limited by following a Markovian model and by the small sample size. However, the results indicate that the hypothesis that players will find the intelligent story creation over the random is supported by the data significantly enough to indicate that a larger sample size will produce a similar end result.
This study is related to part two of this proposed project, as it concerns itself with the construction of a narrative game. It outlines the construction of an idealized game for a player.
(Focused on the Introduction
and
Choice and Narrative in Video Games
sections in the summary)
Summary: This study discusses Future Narratives, a nodal form of storytelling similar to that seen in the study above. In this, there is a node with multiple potential mutually exclusive paths branching off of it, typically each being a node themself. In defining a Narrative as anything that aids the user/player/viewer in drawing connections between two or more events. Overall, this study explores the definition of Future Narratives in relation to video games. In doing so, it uses the term storyplaying, which is to refer to something both played as a game and read as a narrative. Overall, it is a look at the agency of the player and the narrative created in that.
This is relevant to the work here, as part two will be a narrative game of a model similar to those described here; something where the player's agency affects the narrative.
Summary: In this study, researchers looked at how people made strategic decisions when they could see their partner's gaze path. This is in the same vein/in conversation with the second two papers described here, with the added element of awareness of the other person's gaze. Those in the group who saw the gaze of their partner overall had better results/more success than those that couldn't, with this added layer of information allowing them to make more strategic decisions.
Much of the relation to the work here is highlighted as part of the mentioned studies above. Unlike the work here, the interactive elements of the games here feature other people.
Summary: Unlike the above studies, this looks into mouse movement. Here, it is used to look at learning games, to assess the potential other options a student was considering on any given problem, which may help reveal where some difficulty lay. It was found that it was better for lower level students with simpler problems.
This strongly relates to this work as it implements mouse tracking, though in a different environment. It provides some framework for what this work is.
Summary: This study uses both eye and mouse tracking to observe and analyze users and their experiences when playing a game. Primarily, the efforts were put into refining gaze tracking, as they had three implementations in affect at once for each trial. With this, it researchers identified page design elements that were more confusing or frustrating to users.
This study is focused on UX, but implements both gaze tracking and mouse tracking, instead of one or the other. While this work will not use gaze tracking, the mouse tracking element runs parallel to the goals and findings of this study.
Summary: This paper is a collection and a review of works done in the investigation of biolectrical signals and how that relates to video game players. Specifically, the authors find correlation between these signals and the activity being performed.
This is a looser connection to the work here, in that it is focused on the biology side of things, but it is a study of user interaction with games, and therefore still somewhat relevant here.
- Does exposure to alternative decision rules change gaze patterns and behavioral strategies in games?[10]
Summary: This is in conversation with other works regarding eye tracking and strategy, looking to fill in the gaps left in that research. Specifically, this paper discusses where the analysis of level-k theory is not taken, looking at the reasonings involved in the observed thought processes.
This, as a continuation of other work discussed here, is involved in the tracking and assessing player choices aspect of this work.
Currently, the prototype is run from the command line,
where it executes the simple game created in pygame
,
collects time, choice, and mouse location information,
and displays a limited form of that. Due to the nature
of the prototype, the data included in this
repository stems from testing the most recent
implementation of the tool, as well as the first json
created in an initial trial with an earlier draft of
the code. The data is collected using a wrapper to
collect time, and yield
statements to collect the
state throughout the game as well as the choices made.
It is stored and displayed using a json
file.
This project makes use of not only the pygame
and
json
modules, but also typing
, typer
, rich
,
datetime
, and time
. All of these dependencies are
handled through poetry
as outlined in the prototype
explanation in the src
folder. As of yet, no data
processing is completed with the data.
Example game pages:
The artifact currently demonstrates the potential
viability of the pygame
module in the completion
of parts one and two of the proposed project. Currently,
it has only been tested on a Windows OS. It
also collects a small portion of preliminary data
as part of that, indicating the potential executions
of part three of the proposed project. The results
are contained in the json
files in the
src/mousetracker/data
folder, minus the data.json
file that exists to show the initial draft of the
prototype's output. Overall, the results are mostly
the viability of the project, though the work
on the artifact has indicated that though pygame
is suitable for building a mouse tracker, it is
less so for building a narrative game, indicating
that it will likely have to be built in a different
system.
Current terminal output example:
The current work done on this artifact is a small
glimpse into the work required to realize the full
project proposed here. It is merely a first draft,
much, if not all of it likely to be absent in the final
work. There would have to be a reevaluation of the language
and/or tool in which it is built, for example, as pygame
is limited in functionality that facilitates building a
narrative choice game. Referencing works on itch.io
will
help in the further research in this aspect. However the
project then moves forward, the mouse tracker will have to
either be extricated from the game and made to work as
a separate program run on it, or part one becomes entwined
with part two, reducing the versatility of that part of the
tool but managing scope and workload to ensure the project
is completable. From there, the data analysis section would
be created to assess correlations and relationships between
data regarding time and mouse placement collected.
Provided that part one remains separate from part two, the primary ethical concern is the potential for the mouse tracker to be implemented without the awareness of players on other games built in the same system as part two. The separation that would benefit broader use would also be the element that risks abuse. There is also the fact that the data collection does require human trials, which will have to go through review from an ethics board before it can be completed.
[1] Sean Anthony Byrne et al. 2023. Predicting choice behaviour in economic games using gaze data encoded as scanpath images. Scientific reports vol. 13,1 4722. doi:10.1038/s41598-023-31536-5
[2] Neil Stewart et al. 2015. Eye Movements in Strategic Choice. Journal of behavioral decision making vol. 29,2-3 : 137-156. doi:10.1002/bdm.1901
[3] L. Spiliopoulos, A. Ortmann, and L. Zhang. 2018. Complexity, attention, and choice in games under time constraints: A process analysis. Journal of Experimental Psychology: Learning, Memory, and Cognition, 44(10), 1609–1640. https://doi.org/10.1037/xlm0000535
[4] Stephen G. Ware, Edward T. Garcia, Alireza Shirvani, and Rachelyn Farrell. 2019. Multi-Agent Narrative Experience Management as Story Graph Pruning. IEEE Transactions on Games. https://doi.org/10.1109/TG.2022.3177125
[5] Sebastian Domsch. 2013. Storyplaying: Agency and Narrative in Video Games. De Gruyter.
[6] J. Hausfeld, K. von Hesler, and S. Goldlücke. 2021. Strategic Gaze: An Interactive Eye-Tracking Study. Experimental Economics 24, no. 1 : 177-205. https://doi.org/10.1007/s10683-020-09655-x.
[7] Susanne M. M. de Mooij, Maartje E. J. Raijmakers, Iroise Dumontheil, Natasha Z. Kirkham, and Han L. J. van der Maas. 2020. Error detection through mouse movement in an online adaptive learning environment. J Comput Assist Learn. 37: 242–252. https://doi.org/10.1111/jcal.12483
[8] Scott A. Stone and Craig S. Chapman. 2023. Unconscious Frustration: Dynamically Assessing User Experience using Eye and Mouse Tracking. Proc. ACM Hum.-Comput. Interact. 7, ETRA, Article 168 (May 2023), 17 pages. https://doi.org/10.1145/3591137
[9] A. Calvo-Morata, M. Freire, I. Martínez-Ortiz and B. Fernández-Manjón. 2022. Scoping Review of Bioelectrical Signals Uses in Videogames for Evaluation Purposes. IEEE Access, vol. 10, pp. 107703-107715. doi: 10.1109/ACCESS.2022.3213070.
[10] J. Zonca, G. Coricelli, and L. Polonio. 2019. Does exposure to alternative decision rules change gaze patterns and behavioral strategies in games?. J Econ Sci Assoc 5, 14–25. https://doi.org/10.1007/s40881-019-00066-0