With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games Super Mario Bros. and Sokoban, comparing procedurally generated levels and levels designed by humans to explore how perceptions of the creator relate to players' overall experience of gameplay. Players could not reliably identify the level's creator, yet their experiences were strongly linked to their beliefs about that creator rather than the actual truth. Levels believed to be human-made were rated as more fun and aesthetically pleasing. In contrast, those believed to be AI-generated were rated as more frustrating and challenging. This negative bias appeared spontaneously without knowing the levels' creator and often was based on unreliable cues of "human-likeness." Our results underscore the importance of understanding perception biases when integrating generative systems into games.
翻译:随着近年来生成式人工智能的快速发展,越来越多的游戏开始整合生成内容,这引发了关于玩家如何感知和回应此类内容的问题。为探究此问题,我们对《超级马里奥兄弟》和《推箱子》两款游戏进行了混合方法调查,通过比较程序生成关卡与人类设计关卡,探讨玩家对关卡创造者的感知如何与其整体游戏体验相关联。玩家无法可靠识别关卡的实际创造者,但其游戏体验却与其对创造者的信念而非实际真相密切相关。被相信由人类设计的关卡在趣味性和美学吸引力方面评分更高。相反,被相信由AI生成的关卡则被认为更具挫折感和挑战性。这种负面偏见在不知晓关卡创造者的情况下自发产生,且往往基于不可靠的“类人性”线索。我们的研究结果强调了在游戏集成生成系统时,理解感知偏见的重要性。