跳棋和中国象棋的动态难度

Laurentiu Ilici, Jiaojian Wang, Olana Missura, Thomas Gärtner
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引用次数: 8

摘要

我们研究了一种理论上合理的计算机游戏动态难度调整算法的实际有效性:首先,我们展示了部分有序集主(Posm)算法[11]如何被纳入棋盘游戏,以跳棋和中国象棋为例。其次,我们描述了一项实证研究:(i)跳棋对不同强度合成对手的Posm, (ii)中国象棋对不同强度合成对手的Posm,以及(iii)中国象棋对不同强度人类对手的Posm。我们的结果表明,Posm确实可以作为计算机游戏中动态难度调整的灵活有效的子程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic difficulty for checkers and Chinese chess
We investigate the practical effectiveness of a theoretically sound algorithm for dynamic difficulty adjustment in computer games: Firstly, we show how the partially ordered set master (Posm) algorithm [11] can be incorporated in board games, taking checkers and Chinese chess as examples. Secondly, we describe an empirical study of (i) Posm on checkers against synthetic opponents of varying strength, (ii) Posm on chinese chess against synthetic opponents of varying strength, and (iii) Posm on Chinese chess against human opponents of varying strength. Our results indicate that Posm can indeed serve as a flexible and effective subroutine for dynamical difficulty adjustment in computer games.
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