Abstract
In our experiment, we studied the searching sequence of humans, i.e. how humans solve the game tree. We created a controlled environment of maze game to simulate the situation where the player is not allowed to observe the entire map freely. We use “fog-block” to cover the intersection of a maze. Thus, the maze becomes an “imperfect information maze.” We give additional information to hint on the path that the player should choose. Then we observed the change in players’ behavior. We found that hints affect searches making it best fit path towards hint.
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Muangkasem, A., Yoshitaka, A., Spoerer, K., Iida, H. (2013). How Humans Search Varying-Knowledge Environments: Solving Imperfect Information Mazes. In: Stephanidis, C. (eds) HCI International 2013 - Posters’ Extended Abstracts. HCI 2013. Communications in Computer and Information Science, vol 373. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39473-7_97
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DOI: https://doi.org/10.1007/978-3-642-39473-7_97
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