Player-customized puzzle instance generation for Massively Multiplayer Online Games

A. Iosup
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引用次数: 0

Abstract

The current generation of MMOGs faces an increasing problem to ensure customized game content for their players. The existing approach, that of growing teams of human designers, does not scale. In contrast, we set to investigate the problem of automated player-customized puzzle instance generation for MMOGs. In this work we have focused on evaluating puzzle difficulty and matching it to player ability, and on generating fresh puzzle instances. Our experimental results show evidence that our approach can be used to generate puzzle instances of commercial quality. We are currently exploring more puzzle games and more solving strategies to expand our framework. Maintaining and analyzing player detailed player information such as solving ability is time- and resource-consuming [12]; we will investigate mapping puzzle difficulty to player skill levels and history.
大型多人在线游戏的玩家自定义谜题实例生成
当前一代mmog面临着一个日益严重的问题,即确保为玩家定制游戏内容。现有的方法,即不断增长的人类设计师团队,无法扩展。相反地,我们将着眼于mmog中自动生成玩家自定义谜题实例的问题。在这项工作中,我们专注于评估谜题难度,将其与玩家能力相匹配,并生成新的谜题实例。我们的实验结果表明,我们的方法可以用于生成商业质量的拼图实例。我们目前正在探索更多的益智游戏和更多的解决策略来扩展我们的框架。维护和分析玩家详细的玩家信息(如解决能力)需要耗费时间和资源[12];我们将调查谜题难度与玩家技能水平和历史的关系。
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