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        <aff id="aff0">
          <label>0</label>
          <institution>Jacques Carette, Sasha Soraine McMaster University</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Games are made up of different kinds of experience; game designers are experience designers for players. We are specifically interested in the mechanical experiences of players interacting with challenges. Impossible challenges for any human's abilities are trivial to create. One class of “mechanically interesting challenges” is one calibrated so that the capabilities of the player are noticeably stressed, but not to their breaking point. This view has been a focus of flow (e.g. (Csikszentmihalyi 1997; Sweetser and Wyeth 2005)), and dynamic difficulty adjustment (DDA) (e.g (Denisova, Guckelsberger, and Zendle 2017; Zohaib and Nakanishi 2018)). We want to better understand player capabilities to understand how to create more tailored experiences. A standard Human-Computer Interaction (HCI) view sees the running trace of a game as a sequence of communications between two 'programs', the player and the game (Fig. 1). We would like to see both sides as typed, and their interaction as typed too.</p>
      </abstract>
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    <sec id="sec-1">
      <title>-</title>
      <p>
        But does it even make sense to assign ‘types’ to a
player? Work on “player types” is abundant; the focus of
player typologies have been behavioural (e.g.
        <xref ref-type="bibr" rid="ref3">(Bartle 1996;
Yee 2006)</xref>
        ), or psychometric (e.g. (Tseng and Teng 2015;
Zackariasson, Wa˚hlin, and Wilson 2010)) divisions. There
are many criticisms regarding the usefulness and validity of
these typologies (e.g.
        <xref ref-type="bibr" rid="ref4">(Bateman et al. 2011)</xref>
        ), particularly
around boxing players into categories.
      </p>
      <p>We have a clash of terminology: we mean type as used
in programming languages, not in game studies! Let us say
instead that a type for X is a description of a static property
of X. More specifically, the type of a player is the set of
constraints expressed by that player’s capabilities – physical
and cognitive. Constraints like how fast can the player react
(correctly) to seeing a particular event happen on screen; or
how fast can a choice of appropriate reaction be made.</p>
      <p>Types do not exist in a vacuum, they need to assemble
into a coherent, compositional type system to be useful. The
predicates that interest us describe ability constraints that are
measurable and correlate with being able to conquer game
challenges.</p>
      <p>Which gives us a starting set of questions:</p>
    </sec>
    <sec id="sec-2">
      <title>1. what capabilities?</title>
    </sec>
    <sec id="sec-3">
      <title>2. what measures?</title>
      <p>3. are the capabilities and measures adequate?</p>
    </sec>
    <sec id="sec-4">
      <title>4. is this an ethical line of research?</title>
      <p>
        The Model Human Processor
        <xref ref-type="bibr" rid="ref5">(Card, Newell, and Moran
1983)</xref>
        is an example of modelling a user as constrained
abilities based around measured ability limitations such as the
(a)
(a)
(b)
(b)
      </p>
      <p>Or Looking for Love in Super Mario Party (Nd Cube
2018), where the player must be first to look at the heart
when it appears. This game is a a choice reaction task,
relying on recognition, planning (to pick the right direction) and
motor execution. The task is made harder by the game
presenting more options (the other suits, Fig. 4b), or trying to
trick the player’s senses by changing the colour of the heart
or of the other wrong choices — messing with the player’s
instinct to go after “red” (Fig. 4a). Thus the game actually
tests for inhibition, object recognition, and selective
attention/reaction time.</p>
      <p>
        Both examples also involve motor constraints: using the
controller correctly and quickly. At this level of
psychomotor, events happen in a matter of milliseconds. Bailey’s
work on the time frame of reaction tasks
        <xref ref-type="bibr" rid="ref2">(Bailey 1996)</xref>
        gives
us an idea of how long these take generically (Tbl. 1).
      </p>
      <p>So what would type rules look like? For generic humans,
we could have
sense : [1; 38]</p>
      <p>process : [70; 300]
rate of information decay in memory stores (Fig. 2). But
we’d like more precise abilities than just generic perceptual,
cognitive and/or motor processing limitations.</p>
      <p>
        We can critically examine some game examples as a
means of synthesizing applicable capabilities. Consider
Messy Memory from Mario Party 3
        <xref ref-type="bibr" rid="ref10">(Hudson Soft 2001)</xref>
        .
Players have 3 seconds to remember the positions of 10
items before they are scrambled (Fig. 3a). Players are then
given 10 seconds to put them back in the correct order (Fig.
3b), with the player closest to the correct sequence
winning (games can end in multiple winners). Obviously
shortterm memory is crucial. The primary constraint is a player’s
working set size of their short-term memory and,
secondarily, how fast they can move items into their proper place.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Operation</title>
      <p>Sensory reception
Neural transmission to brain</p>
      <p>Cognitive procession
Neural transmission to muscle
Muscle latency and activation</p>
      <p>
        Total
a; b : [t1 + t2 t5; t2 + t4]
where [ ; ] denotes a time interval in milliseconds, ajjb t
that processes a and b may be done in parallel “up to”
t milliseconds, and we use ; for sequential composition.
There is a rich literature around reactive systems (Wan
and Hudak 2000; Jeffrey 2012) with novel ideas that could
likely be adapted for such type systems
        <xref ref-type="bibr" rid="ref1 ref1">(Bahr, Graulund,
and Møgelberg 2021; Graulund, Szamozvancev, and
Krishnaswami 2021)</xref>
        .
      </p>
      <p>More interesting would be to measure detailed, specific
operations on a per-player basis, which would significantly
narrow the given intervals. Players would have to consent to
such measures, and games would have to be taught to adapt
accordingly. Note that games currently do this without
consent (via DDA), albeit on fairly crude inputs.</p>
      <p>Player type systems open up the possibility of static type
checking for experiences. If the designer knows what kind
of experience they are trying to create, ability models can let
one verify that a challenge is achievable. More precisely, if
a player’s process for beating a challenge c is p, then if that
process can take less time that is allotted for the challenge,
that challenge is achievable.</p>
      <p>p : [t1; t2]
c : [0; t3]</p>
      <p>t1 &lt; t3
c achievable</p>
      <p>If t1 and t3 are extremely close, then the player might be
extremely frustrated, as “peak performance” is stressful.</p>
      <p>In other words, rather than a seeing these time intervals
as purely what is feasible, a more refined model would use a
probability distribution and a convolution would be needed
to perform sequencing. A still more refined model could
introduce stress, fatigue and other similar factors.</p>
      <p>It also opens up the possibility of recontextualizing DDA
as dynamic type checking on player types; since DDA aims
to align the game with the player’s abilities, in essence it
could be seen as type checking.</p>
      <p>There are a whole host of open questions:
• is this really compositional? (jj is iffy)
• does it scale to longer time frames?
• does it scale to other parts of the player experience?
• how many pieces of the model of Fig. 1 should be seen as
independent components?
• is such data collection ethical?
• would this reinforce ableism or highlight unconscious
assumptions at design time, when they are easier to fix?</p>
      <p>Jeffrey, A. 2012. Ltl types frp: linear-time temporal logic
propositions as types, proofs as functional reactive
programs. In Proceedings of the sixth workshop on
Programming languages meets program verification, 49–60.</p>
      <p>Sweetser, P., and Wyeth, P. 2005. Gameflow: A model for
evaluating player enjoyment in games. Comput. Entertain.
3(3):3–3.
Wan, Z., and Hudak, P. 2000. Functional reactive
programming from first principles. In Proceedings of the ACM
SIGPLAN 2000 conference on Programming language design
and implementation, 242–252.</p>
      <p>Yee, N. 2006. Motivations for play in online games.
CyberPsychology &amp; behavior 9(6):772–775.</p>
      <p>Zackariasson, P.; Wa˚hlin, N.; and Wilson, T. L. 2010.
Virtual identities and market segmentation in marketing in and
through massively multiplayer online games (mmogs).
Services Marketing Quarterly 31(3):275–295.</p>
      <p>Zohaib, M., and Nakanishi, H. 2018. Dynamic difficulty
adjustment (dda) in computer games: A review. Adv. in
Hum.Comp. Int. 2018.</p>
    </sec>
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