Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design

Samantha N. Stahlke, Atiya Nova, Pejman Mirza-Babaei
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引用次数: 16

Abstract

Iterative user-centred design has become a standard approach for developing interactive products. This process relies on prototyping and usertesting as early as possible to deliver a positive user experience and ensure that final products align with designers' intentions. The video game industry has benefited greatly from this design approach, with games user researchers adapting and introducing various evaluation techniques. However, repeatedly creating game builds suitable for usertesting (i.e., high-fidelity prototypes) is time-consuming and expensive. Moreover, recruiting users and conducting evaluation sessions are labour-intensive tasks. These challenges are especially pressing in the evaluation of game level and world design, where designers may wish to evaluate many alternatives or rapidly measure the impact of many small design changes on a game's ability to deliver the intended experience. To support developers grappling with these challenges, we have developed PathOS, a novel tool for simulating testing sessions with agents that model player navigation. This paper reports on our development objectives, implementation, and a user study with professional game developers to assess PathOS' application in a level design context. Our results demonstrate the ability of an automated testing tool to enhance the workflow of practicing developers.
设计过程中的人工玩家:开发游戏关卡和世界设计的自动测试工具
以用户为中心的迭代设计已经成为开发交互式产品的标准方法。这个过程依赖于尽可能早的原型和用户测试,以提供积极的用户体验,并确保最终产品符合设计师的意图。电子游戏产业从这种设计方法中受益匪浅,游戏用户研究人员也在不断调整和引进各种评估技术。然而,重复创建适合用户测试的游戏构建(如高保真原型)既耗时又昂贵。此外,征聘用户和进行评价会议是劳力密集的工作。在评估游戏关卡和世界设计时,这些挑战尤其紧迫,因为设计师可能希望评估许多选择,或快速衡量许多小设计变化对游戏传递预期体验的影响。为了帮助开发者应对这些挑战,我们开发了PathOS,这是一种新颖的工具,可以用模拟玩家导航的代理来模拟测试过程。本文报告了我们的开发目标、执行情况,以及与专业游戏开发者一起评估《PathOS》在关卡设计环境中的应用的用户研究。我们的结果证明了自动化测试工具增强实践开发人员工作流程的能力。
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