{"title":"Procedural Game Adaptation: Framing Experience Management as Changing an MDP","authors":"D. Thue, V. Bulitko","doi":"10.1609/aiide.v8i2.12535","DOIUrl":null,"url":null,"abstract":"\n \n In this paper, we present the Procedural Game Adaptation (PGA) framework, a designer-controlled way to change a game's dynamics during end-user play. We formalize a video game as a Markov Decision Process, and frame the problem as maximizing the reward of a given player by modifying the game's transition function. By learning a model of each player to estimate her rewards, PGA managers can change the game's dynamics in a player-informed way. Following a formal definition of the components of the framework, we illustrate its versatility by using it to represent two existing adaptive systems: PaSSAGE, and Left 4 Dead's AI Director.\n \n","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1998 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"25","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v8i2.12535","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 25
Abstract
In this paper, we present the Procedural Game Adaptation (PGA) framework, a designer-controlled way to change a game's dynamics during end-user play. We formalize a video game as a Markov Decision Process, and frame the problem as maximizing the reward of a given player by modifying the game's transition function. By learning a model of each player to estimate her rewards, PGA managers can change the game's dynamics in a player-informed way. Following a formal definition of the components of the framework, we illustrate its versatility by using it to represent two existing adaptive systems: PaSSAGE, and Left 4 Dead's AI Director.