Adaptive Motion Gaming AI for Health Promotion
Pujana Paliyawan, Takahiro Kusano, Yuto Nakagawa, Tomohiro Harada,, Ruck Thawonmas

TL;DR
This paper introduces an adaptive AI for full-body motion gaming that promotes balanced body segment use, analyzing player health and predicting actions to encourage healthier movement patterns during gameplay.
Contribution
It presents a novel AI system that dynamically adapts to players' health states to promote balanced body movement in motion gaming.
Findings
Improved balancedness in 4 out of 5 subjects
AI effectively predicts player movements and health impact
Demonstrates potential for health-promoting gaming AI
Abstract
This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using FightingICE, a fighting game platform for AI development. A middleware called UKI is used to allow the player to control the game by using body motion instead of the keyboard and mouse. During gameplay, the proposed AI analyze health states of the player; it determines its next action by predicting how each candidate action, recommended by a Monte-Carlo tree search algorithm, will induce the player to move, and how the player's health tends to be affected. Our result demonstrates successful improvement in balancedness in use of body segments on 4 out of 5 subjects.
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Taxonomy
TopicsHuman Pose and Action Recognition
MethodsMonte-Carlo Tree Search
