利用隐马尔可夫模型发现格斗游戏中的无限连击

Gianlucca L. Zuin, Yuri P. A. Macedo
{"title":"利用隐马尔可夫模型发现格斗游戏中的无限连击","authors":"Gianlucca L. Zuin, Yuri P. A. Macedo","doi":"10.1109/SBGames.2015.15","DOIUrl":null,"url":null,"abstract":"Designing for balance is core in competitive games. Ensuring fairness in player vs player games is a design goal that any game that features this sort of interaction should, at least to some extent, strive for. Unfortunately, it often happens that the whole of the possibilities given to a player exceeds the designer's expectations, creating combinations and exploits that sometimes threaten the game's reliability as a balanced and competitive title. Focusing on searching for an automated solution to one of the main flaws of fighting games, specifically infinite or unfair combos, this work discusses the use of Hidden Markov Models to predict if a subset of player commands would result in a combo. To this goal we study two different approaches: predicting the most likely sequence of player inputs in each frame that would result in a combo and the most likely sequence of player actions, regardless of frame information, that also could result in a combo. Experiments were performed on a fighting game of our own design. Both supervised and unsupervised learning algorithms were applied, however, due of the excess of noise in the first approach and particularities of the implemented model, the first approach was unable to successfully predict combos. We then change our minimal discrete time interval to a player action, rather than game frame. In this last scenario the HMM is capable of identifying small combos but, when asked to find larger ones, it can only append smaller combos that cannot be performed in the actual game. Despite that, our discussions in the matter and our findings are presented in this paper and should be relevant to this overall discussion.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Attempting to Discover Infinite Combos in Fighting Games Using Hidden Markov Models\",\"authors\":\"Gianlucca L. Zuin, Yuri P. A. Macedo\",\"doi\":\"10.1109/SBGames.2015.15\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Designing for balance is core in competitive games. Ensuring fairness in player vs player games is a design goal that any game that features this sort of interaction should, at least to some extent, strive for. Unfortunately, it often happens that the whole of the possibilities given to a player exceeds the designer's expectations, creating combinations and exploits that sometimes threaten the game's reliability as a balanced and competitive title. Focusing on searching for an automated solution to one of the main flaws of fighting games, specifically infinite or unfair combos, this work discusses the use of Hidden Markov Models to predict if a subset of player commands would result in a combo. To this goal we study two different approaches: predicting the most likely sequence of player inputs in each frame that would result in a combo and the most likely sequence of player actions, regardless of frame information, that also could result in a combo. Experiments were performed on a fighting game of our own design. Both supervised and unsupervised learning algorithms were applied, however, due of the excess of noise in the first approach and particularities of the implemented model, the first approach was unable to successfully predict combos. We then change our minimal discrete time interval to a player action, rather than game frame. In this last scenario the HMM is capable of identifying small combos but, when asked to find larger ones, it can only append smaller combos that cannot be performed in the actual game. Despite that, our discussions in the matter and our findings are presented in this paper and should be relevant to this overall discussion.\",\"PeriodicalId\":102706,\"journal\":{\"name\":\"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGames.2015.15\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGames.2015.15","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

平衡设计是竞争游戏的核心。确保玩家对玩家游戏的公平性是任何以这种互动为特色的游戏都应该追求的设计目标,至少在某种程度上如此。不幸的是,通常情况下,提供给玩家的所有可能性都超出了设计师的预期,创造出的组合和漏洞有时会威胁到游戏作为一款平衡且具有竞争性的游戏的可靠性。专注于寻找一种自动解决打斗游戏主要缺陷的方法,特别是无限或不公平的连击,这篇文章讨论了使用隐马尔可夫模型来预测玩家命令的子集是否会导致连击。为了实现这一目标,我们研究了两种不同的方法:预测玩家在每一帧中最可能产生连击的输入序列,以及玩家在不考虑帧信息的情况下最可能产生连击的行动序列。实验是在我们自己设计的格斗游戏中进行的。有监督学习算法和无监督学习算法都被应用,然而,由于第一种方法中的过量噪声和实现模型的特殊性,第一种方法无法成功预测组合。然后我们将最小离散时间间隔改为玩家动作,而不是游戏帧。在最后一个场景中,HMM能够识别小型连击,但当被要求寻找大型连击时,它只能添加在实际游戏中无法执行的小型连击。尽管如此,我们在这个问题上的讨论和我们的发现都在本文中提出,并且应该与这个整体讨论相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Attempting to Discover Infinite Combos in Fighting Games Using Hidden Markov Models
Designing for balance is core in competitive games. Ensuring fairness in player vs player games is a design goal that any game that features this sort of interaction should, at least to some extent, strive for. Unfortunately, it often happens that the whole of the possibilities given to a player exceeds the designer's expectations, creating combinations and exploits that sometimes threaten the game's reliability as a balanced and competitive title. Focusing on searching for an automated solution to one of the main flaws of fighting games, specifically infinite or unfair combos, this work discusses the use of Hidden Markov Models to predict if a subset of player commands would result in a combo. To this goal we study two different approaches: predicting the most likely sequence of player inputs in each frame that would result in a combo and the most likely sequence of player actions, regardless of frame information, that also could result in a combo. Experiments were performed on a fighting game of our own design. Both supervised and unsupervised learning algorithms were applied, however, due of the excess of noise in the first approach and particularities of the implemented model, the first approach was unable to successfully predict combos. We then change our minimal discrete time interval to a player action, rather than game frame. In this last scenario the HMM is capable of identifying small combos but, when asked to find larger ones, it can only append smaller combos that cannot be performed in the actual game. Despite that, our discussions in the matter and our findings are presented in this paper and should be relevant to this overall discussion.
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:604180095
Book学术官方微信