Predicting Game Difficulty and Churn Without Players

Shaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen
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引用次数: 20

Abstract

We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn early, which makes the player population and the relation between difficulty and churn evolve level by level. Our work demonstrates that player behavior predictions produced by DRL gameplay can be significantly improved by even a very simple population-level simulation of individual player differences, without requiring costly retraining of agents or collecting new DRL gameplay data for each simulated player.
在没有玩家的情况下预测游戏难度和用户流失
我们提出了一种新的模拟模型,能够预测《愤怒的小鸟:梦幻爆炸》(一款流行的免费手机游戏)的每个关卡流失率和通过率。我们的主要贡献是将使用深度强化学习(DRL)的AI玩法与玩家群体如何在关卡中进化的模拟相结合。AI玩家可以预测关卡难度,这可以通过模拟技能、持久性和无聊程度来驱动玩家群体模型。这让我们能够建立模型,例如,不那么坚持和熟练的玩家如何对高难度更敏感,以及这些玩家如何更早地流失,这使得玩家数量以及难度和流失之间的关系逐级发展。我们的工作表明,即使是非常简单的个体玩家差异的人口水平模拟,也可以显著改善由DRL游戏玩法产生的玩家行为预测,而不需要昂贵的代理再训练或为每个模拟玩家收集新的DRL游戏玩法数据。
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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