Representing Dynamic Difficulty in Turn-Based Role Playing Games Using Monte Carlo Tree Search

Hafiz Adhiyasa Pratama, A. Krisnadhi
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引用次数: 4

Abstract

One of the challenges during game development is to find a way on how to make the players actually enjoy the game itself while being quite hooked by its gameplay. In almost in every game, player must play the game through challenges to complete the game’s main objectives. Enjoyment is highest when the game’s challenges, which are either hard-coded or adaptively put forth by AI, are of appropriate difficulty with respect to the player’s skill. In order to balance out between these two aspects, a difficulty adjustment is needed. In this paper, we study an application of Monte Carlo Tree Search (MTCS) for creating such a balancing using role playing games as the case study. The key idea is the intuition that a game’s difficulty is balanced if any of the player or the AI can win or lose the game by only a small margin. We conduct experiment to see if the method is appropriate for this problem
用蒙特卡罗树搜索表示回合制角色扮演游戏的动态难度
在游戏开发过程中,我们面临的挑战之一便是如何让玩家既喜欢游戏本身,又被游戏玩法深深吸引。几乎在每一款游戏中,玩家都必须通过挑战来完成游戏的主要目标。当游戏挑战(游戏邦注:这些挑战要么是硬编码的,要么是由AI自适应提出的)具有与玩家技能相匹配的难度时,乐趣便会达到最高。为了平衡这两个方面,我们需要调整难度。本文以角色扮演游戏为例,研究了蒙特卡罗树搜索(MTCS)在创建这种平衡中的应用。关键理念是直觉,即如果任何玩家或AI能够以很小的差距赢得或输掉游戏,那么游戏难度便是平衡的。我们进行了实验,看看这种方法是否适用于这个问题
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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