Procedural Game Adaptation: Framing Experience Management as Changing an MDP

D. Thue, V. Bulitko
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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.
程序化游戏改编:将体验管理视为变化的MDP
在本文中,我们提出了程序游戏适应(PGA)框架,这是一种由设计师控制的在终端用户游戏过程中改变游戏动态的方法。我们将电子游戏形式化为马尔可夫决策过程,并将问题定义为通过修改游戏的过渡函数来最大化给定玩家的奖励。通过学习每个玩家的模型来估计她的奖励,PGA经理可以以玩家知情的方式改变游戏的动态。根据框架组件的正式定义,我们通过使用它来表示两个现有的自适应系统:PaSSAGE和《求生之路》的AI Director来说明它的多功能性。
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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