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arXiv 1908.01417cs.AI
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基于主动学习的游戏参数自动调整

Automatic Playtesting for Game Parameter Tuning via Active Learning

Georgia Institute of Technology(佐治亚理工学院)

Alexander Zook, Eric Fruchter, Mark O. Riedl

摘要:

游戏设计师在迭代改进游戏时,使用人类游戏测试来收集关于游戏设计元素的反馈。然而,游戏测试是昂贵的:必须招募人类测试人员,游戏测试结果必须汇总和解释,游戏设计的变化必须从这些结果中推断出来。自动化的方法能减少这种费用吗?我们展示了如何主动学习技术可以正式和自动化的一个子集的游戏测试目标。具体来说,我们专注于低层次的参数调整所需的平衡游戏,一旦机制已经选定。通过一个案例研究的射击游戏,我们证明了有效的主动学习,以减少量的playtesting需要选择最佳的一组游戏参数为两类(正式)的设计目标。这项工作开辟了额外的方法,以减少对各种相关的设计问题进行游戏测试的人类负担的潜力。

英文摘要:

Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted, and changes to game designs must be extrapolated from these results. Can automated methods reduce this expense? We show how active learning techniques can formalize and automate a subset of playtesting goals. Specifically, we focus on the low-level parameter tuning required to balance a game once the mechanics have been chosen. Through a case study on a shoot-`em-up game we demonstrate the efficacy of active learning to reduce the amount of playtesting needed to choose the optimal set of game parameters for two classes of (formal) design objectives. This work opens the potential for additional methods to reduce the human burden of performing playtesting for a variety of relevant design concerns.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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