Applying Hidden Markov Model for Dynamic Game Balancing

M. Zamith, José Ricardo da Silva, E. Clua, M. Joselli
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引用次数: 4

Abstract

In Artificial Intelligence (AI) field, Machine Learning (ML) techniques present an interesting approach for games, where it allows some sort of adaptation along the game session. This adaptation can make games more attractive, avoiding that Non-Player-Characters (NPC) present too easy or hard patterns during the game. In both cases, the player may be frustrated due to undesired experience. Although ML techniques are appealing to be used in games, some games characteristics are hard to model. Besides, there are techniques that require a wide variety of observations, which implies two hard barriers for game application: the first is the power processing to compute a huge amount of data in games, considering the real-time characteristic of this kind of application. The second threat is related to the vast majority of games' attributes that must be described in the model. This work proposes a novel approach using ML technique based on Hidden Markov Model (HMM) for game balancing process. HMM is a powerful technique which can be used to learn patterns based on a strong co-relational between an observation and an unknown variable (the hidden part). Our proposed approach learns the player's pattern based on temporal frame observation by co-relating his/her actions (movements) with game events (NPC destruction). The temporal frame observation approach allows the game to learn about player's pattern even if a different person plays it. After the learning process, the following step is to use the knowledge pattern to adapt the game according to the current player, which normally involves making the game harder for a certain period of time. During this time, another pattern may arise, subjected to be learned. In order to validate the presented approach, a Space Invaders clone has been built, allowing to observe that 54 % of participants had more fun while playing it with ML activated in relation to a base version that did not take into account dynamic difficult balancing.
隐马尔可夫模型在动态博弈平衡中的应用
在人工智能(AI)领域,机器学习(ML)技术为游戏提供了一种有趣的方法,它允许在游戏过程中进行某种调整。这种调整可以使游戏更具吸引力,避免非玩家角色(NPC)在游戏中呈现过于简单或困难的模式。在这两种情况下,玩家都可能因为不想要的体验而受挫。尽管机器学习技术在游戏中很有吸引力,但有些游戏特征很难建模。此外,有些技术需要广泛的观察,这意味着游戏应用的两个硬障碍:首先是计算游戏中大量数据的能力处理,考虑到这类应用的实时特性。第二个威胁与必须在模型中描述的绝大多数游戏属性有关。本文提出了一种基于隐马尔可夫模型(HMM)的机器学习技术用于游戏平衡过程的新方法。HMM是一种强大的技术,可用于基于观察值与未知变量(隐藏部分)之间的强相关关系来学习模式。我们提出的方法是基于时间框架观察,通过将玩家的行动(移动)与游戏事件(NPC毁灭)联系起来,来学习玩家的模式。时间框架观察方法允许游戏了解玩家的模式,即使玩家是不同的人。在学习过程之后,接下来的步骤是使用知识模式根据当前玩家来调整游戏,这通常涉及在一段时间内增加游戏难度。在此期间,另一种模式可能会出现,需要学习。为了验证所呈现的方法,我们创造了一款《太空入侵者》克隆游戏,并观察到54%的参与者在使用ML激活时比未考虑动态难度平衡的基础版本体验到更多乐趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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