没有游戏变量的玩家风格集群

M. Ferguson, Sam Devlin, D. Kudenko, James Alfred Walker
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引用次数: 3

摘要

玩家聚类在电子游戏领域有几个潜在的应用。例如,评估玩家基础的构成或生成具有确定游戏风格的AI代理。这些代理可以用于测试新游戏内容或直接用于增强玩家的游戏体验。大多数当前的玩家聚类技术侧重于使用内部游戏变量。这就引出了两个主要问题:(1)游戏变量的可用性,因为记录它们需要源代码访问,因此限制了可以使用的数据源;(2)游戏变量的选择可能会在提取的游戏风格类型中引入意想不到的偏见。在这项工作中,提出并结合了混合无监督帧编码器和“基于参考”的聚类算法,以允许从原始游戏播放视频中聚类。研究表明,当游戏风格类型未知时,所提出的方法是最有益的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Player Style Clustering without Game Variables
Player clustering when applied to the field of video games has several potential applications. For example, the evaluation of the composition of a player base or the generation of AI agents with identified playing styles. These agents can then be used for either the testing of new game content or used directly to enhance a player’s gaming experience. Most current player clustering techniques focus on the use of internal game variables. This raises two main issues: (1) the availability of game variables, as source code access is required to log them and hence limits the data sources that can be used, and (2) the choice of game variables can introduce unintended bias in the types of play style extracted. In this work, a hybrid unsupervised frame encoder and a ‘reference-based’ clustering algorithm are both proposed and combined to allow clustering from raw game play videos. It is shown that the proposed methods are most beneficial when the types of play styles are unknown.
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