Soft computing for content generation: Trading market in a basketball management video game

J. Sánchez, Ernestina Menasalvas Ruiz, S. Muelas, A. Latorre, Luis Peña, Sascha Ossowski
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引用次数: 2

Abstract

Although procedural and assisted content generation have attracted a lot of attention in both academic and industrial research in video games, there are few cases in the literature in which they have been applied to sport management games. The on-line variants of these games produce a lot of information concerning how the users interact with each other in the game. This contribution presents the application of soft computing techniques in the context of content generation for an on-line massive basketball management simulation game (in particular in the virtual trading market of the game). This application is developed in two different directions: (1) a machine learning model to analyze the appeal of the trading market contents (the virtual basketball players in the game), and (2) an evolutionary algorithm to assist users in the design of new contents (training of virtual basketball players).
内容生成的软计算:篮球管理视频游戏中的交易市场
尽管程序生成和辅助内容生成在电子游戏的学术和产业研究中都引起了很多关注,但在文献中却很少有将它们应用于体育管理游戏的案例。这些游戏的在线变体产生了大量关于用户如何在游戏中相互互动的信息。这篇文章介绍了软计算技术在一个在线大型篮球管理模拟游戏(特别是在游戏的虚拟交易市场)的内容生成背景下的应用。该应用程序在两个不同的方向上发展:(1)一个机器学习模型来分析交易市场内容(游戏中的虚拟篮球运动员)的吸引力,(2)一个进化算法来帮助用户设计新内容(虚拟篮球运动员的训练)。
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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