自动解谜难度估计

M. V. Kreveld, M. Löffler, P. Mutser
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引用次数: 13

摘要

我们介绍了一种自动评定益智游戏关卡难度的方法。我们的方法采用了这些游戏关卡的多个方面,如关卡大小,并将其结合成一个难度函数。它可以简单地适用于大多数益智游戏,我们在三种不同的游戏中进行了测试:Flow, Lazors和Move。我们进行了一项用户研究,以发现玩家找到一组关卡的难度,并使用该数据来训练难度函数,以匹配用户提供的评级。我们的实验表明,在1-10的难度等级中,难度函数能够以平均误差在Lazors和Move中约为1点,在Flow中小于0.5点的情况下对关卡进行评级。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automated puzzle difficulty estimation
We introduce a method for automatically rating the difficulty of puzzle game levels. Our method takes multiple aspects of the levels of these games, such as level size, and combines these into a difficulty function. It can simply be adapted to most puzzle games, and we test it on three different ones: Flow, Lazors and Move. We conducted a user study to discover how difficult players find the levels of a set and use this data to train the difficulty function to match the user-provided ratings. Our experiments show that the difficulty function is capable of rating levels with an average error of approximately one point in Lazors and Move, and less than half a point in Flow, on a difficulty scale of 1-10.
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