基于行为树和遗传算法框架的游戏自动难度管理和测试

C. Paduraru, Miruna Paduraru
{"title":"基于行为树和遗传算法框架的游戏自动难度管理和测试","authors":"C. Paduraru, Miruna Paduraru","doi":"10.1109/ICECCS.2019.00026","DOIUrl":null,"url":null,"abstract":"The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs important manual human effort for tuning existing code. This can get even harder when dealing with adaptive difficulty systems. Our paper's main purpose is to create a framework that can automatically create behaviors for game agents of different difficulty classes and enough diversity. In parallel with this, a second purpose is to create more automated tests for showing defects in the source code or possible logic exploits with less human effort.","PeriodicalId":432828,"journal":{"name":"2019 24th International Conference on Engineering of Complex Computer Systems (ICECCS)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Automatic Difficulty Management and Testing in Games using a Framework Based on Behavior Trees and Genetic Algorithms\",\"authors\":\"C. Paduraru, Miruna Paduraru\",\"doi\":\"10.1109/ICECCS.2019.00026\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs important manual human effort for tuning existing code. This can get even harder when dealing with adaptive difficulty systems. Our paper's main purpose is to create a framework that can automatically create behaviors for game agents of different difficulty classes and enough diversity. In parallel with this, a second purpose is to create more automated tests for showing defects in the source code or possible logic exploits with less human effort.\",\"PeriodicalId\":432828,\"journal\":{\"name\":\"2019 24th International Conference on Engineering of Complex Computer Systems (ICECCS)\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-09-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 24th International Conference on Engineering of Complex Computer Systems (ICECCS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICECCS.2019.00026\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 24th International Conference on Engineering of Complex Computer Systems (ICECCS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICECCS.2019.00026","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

智能体行为的多样性是影响电子游戏和虚拟环境质量的一个重要问题。为拥有不同技能的用户提供最引人注目的体验是一项艰巨的任务,通常需要大量的人工努力来调优现有代码。在处理适应性难度系统时,这可能会变得更加困难。我们论文的主要目的是创建一个框架,能够自动为不同难度等级和足够多样性的游戏代理创造行为。与此同时,第二个目的是创建更自动化的测试,以用更少的人力来显示源代码中的缺陷或可能的逻辑漏洞。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automatic Difficulty Management and Testing in Games using a Framework Based on Behavior Trees and Genetic Algorithms
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs important manual human effort for tuning existing code. This can get even harder when dealing with adaptive difficulty systems. Our paper's main purpose is to create a framework that can automatically create behaviors for game agents of different difficulty classes and enough diversity. In parallel with this, a second purpose is to create more automated tests for showing defects in the source code or possible logic exploits with less human effort.
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