Dynamic difficulty adjustment using a large language model: A case study in magic: The Gathering

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Xiaoxu Li , Zifan Ye , Yi Xia , Ruck Thawonmas
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引用次数: 0

Abstract

This paper presents a framework called LLM-MTG-DDA, which uses a large language model (LLM) in the real-world card game Magic: The Gathering (MTG) to act as a player and implement a dynamic difficulty adjustment (DDA) mechanism. LLMs, as a highly useful technology, have been explored across various fields. However, research on using LLMs for DDA in games, particularly in complex turn-based games, is very limited. In this paper, GPT-4o acts as two players in a simplified version of MTG. One GPT-4o player plays as a regular player (LLM-Player), while the other GPT-4o player adjusts its strategy based on the current game state to balance the difficulty (LLM-DDA). Our LLM-MTG-DDA framework, with a suitable objectives for different players, demonstrates reasonable DDA, with the LLM-Player’s win rate and the win rate per round (excluding draws) both approaching 50%. This framework provides insights for applying LLMs as DDA mechanisms in other similar games.
使用大型语言模型进行动态难度调整:以《万智牌》为例
本文提出了一个名为LLM-MTG-DDA的框架,该框架利用现实纸牌游戏《万智牌》(Magic: the Gathering, MTG)中的大型语言模型(LLM)作为玩家,实现动态难度调整(DDA)机制。法学硕士作为一项非常有用的技术,已经在各个领域进行了探索。然而,在游戏中使用llm进行DDA的研究,特别是在复杂的回合制游戏中,却非常有限。本文将gpt - 40作为简化版MTG中的两个玩家,其中一个gpt - 40玩家作为常规玩家(LLM-Player)进行游戏,另一个gpt - 40玩家根据当前游戏状态调整策略以平衡难度(LLM-DDA)。我们的LLM-MTG-DDA框架为不同的玩家提供了合适的目标,展示了合理的DDA, LLM-Player的胜率和每轮胜率(不包括平局)都接近50%。该框架为将llm作为DDA机制应用于其他类似游戏提供了洞见。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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