在游戏中设计带有目的性的机器人

G. Baroffio, Luca Galli, P. Fraternali
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引用次数: 0

摘要

人们花在在线游戏上的大量时间正越来越多地被一种特殊类型的严肃游戏所利用,即带有目的的游戏(GWAP),用于解决作为协作玩法副产品的复杂问题。所需的任务是通过利用通常需要提交数千名玩家注释的游戏机制来解决的,以实现对结果的可靠估计。由于市场上有更好的娱乐选择,并且由于这类游戏固有的多人游戏性质,必须将每个玩家与另一个玩家配对,所以收集能够在一定规模上解决计算问题的一致玩家基础是非常困难的。当在线平台没有足够的人力资源时,可能会引入人工玩家(机器人),但它们的功能要求和实现与传统电子游戏有很大不同。在这项工作中,我们描述了框架和设计选择,这些框架和设计选择已用于在现有的GWAP中实现用于时尚服装图像分割的机器人,展示了如何有效地应用监督方法来模拟人类行为,通过游戏动作来解决计算任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing bots in games with a purpose
The massive amount of time that people spend in online gaming is being increasingly exploited by a particular kind of Serious Games, the Games with a Purpose (GWAP), used to solve complex problems as a byproduct of a collaborative gameplay. The required tasks are solved by exploiting game mechanics that often require the submission of thousands of players' annotations, to achieve a robust estimate of the results. Gathering a consistent playerbase able to solve computational problems at a scale is extremely difficult, due to better entertainment alternatives on the market and the necessity of pairing each player with another one due to the inherent multiplayer nature of this genre. Artificial players (bots) may be introduced when the online platform has not enough human contributors to employ, but their functional requirements and implementation is much different than the one of traditional videogames. In this work we describe the framework and the design choices that have been used to implement a bot in an existing GWAP for fashion garment image segmentation, showing how supervised methods can be applied effectively to emulate human behaviour in the resolution of computational tasks through gameplay actions.
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