游戏中的常规化建模:一种信息理论方法

S. Wallner, M. Pichlmair, Michael Hecher, M. Wimmer
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引用次数: 1

摘要

常规化是实践的结果,直到一个行动不再是一个目标导向的过程。本文在活动理论和实践理论研究的基础上,对游戏中的套路化进行了界定。利用离散时间、离散空间马尔可夫链和信息论的形式化模型对常规化进行分析,以测量动态训练模型与玩家交互之间的实际误差。初步研究支持马尔可夫链可以有效地用于模拟博弈中的常规化的假设。提出了一个完整的研究设计来进一步探索和验证这一假设。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modeling Routinization in Games: An Information Theory Approach
Routinization is the result of practicing until an action stops being a goal-directed process. This paper formulates a definition of routinization in games based on prior research in the fields of activity theory and practice theory. Routinization is analyzed using the formal model of discrete-time, discrete-space Markov chains and information theory to measure the actual error between the dynamically trained models and the player interaction. Preliminary research supports the hypothesis that Markov chains can be effectively used to model routinization in games. A full study design is presented to further explore and verify this hypothesis.
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