Game balancing with ecosystem mechanism

Wen Xia, Bhojan Anand
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引用次数: 7

Abstract

To adapt game difficulty upon game character's strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure diversity in results, and rarely attempted to coordinate content generation and behaviour control together. This paper suggests a solution that is based on multi-level swarm model and ecosystem mechanism, in order to provide a more flexible way of game balance control.
基于生态系统机制的游戏平衡
为了根据游戏角色的力量来调整游戏难度,动态难度调整(DDA)等学习策略被应用于商业游戏设计中。然而,大多数现有的方法不能保证结果的多样性,很少尝试将内容生成和行为控制协调在一起。本文提出了一种基于多层次群体模型和生态系统机制的解决方案,以期提供一种更为灵活的博弈平衡控制方式。
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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