《古墓丽影:地下世界》中使用自组织的玩家建模

Anders Drachen, Alessandro Canossa, Georgios N. Yannakakis
{"title":"《古墓丽影:地下世界》中使用自组织的玩家建模","authors":"Anders Drachen, Alessandro Canossa, Georgios N. Yannakakis","doi":"10.1109/CIG.2009.5286500","DOIUrl":null,"url":null,"abstract":"We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"297","resultStr":"{\"title\":\"Player modeling using self-organization in Tomb Raider: Underworld\",\"authors\":\"Anders Drachen, Alessandro Canossa, Georgios N. Yannakakis\",\"doi\":\"10.1109/CIG.2009.5286500\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.\",\"PeriodicalId\":358795,\"journal\":{\"name\":\"2009 IEEE Symposium on Computational Intelligence and Games\",\"volume\":\"18 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-09-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"297\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE Symposium on Computational Intelligence and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2009.5286500\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Symposium on Computational Intelligence and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2009.5286500","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 297

摘要

我们针对大型商业游戏《古墓丽影:地下世界》(Tomb Raider: Underworld,简称TRU)的玩家模型进行了研究。紧急自组织地图是根据完成TRU游戏的1365名玩家的高级游戏行为数据进行训练的。所使用的无监督学习方法揭示了在游戏背景下分析的四种类型的玩家。该方法在一定程度上自动化了游戏行业所遵循的传统用户和玩法测试程序,因为它可以详细地告知游戏开发者,玩家是否按照游戏设计的意图玩游戏。随后,玩家模型可以帮助我们根据玩家类型的需求实时调整游戏机制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Player modeling using self-organization in Tomb Raider: Underworld
We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信