{"title":"程序化游戏改编:将体验管理视为变化的MDP","authors":"D. Thue, V. Bulitko","doi":"10.1609/aiide.v8i2.12535","DOIUrl":null,"url":null,"abstract":"\n \n In this paper, we present the Procedural Game Adaptation (PGA) framework, a designer-controlled way to change a game's dynamics during end-user play. We formalize a video game as a Markov Decision Process, and frame the problem as maximizing the reward of a given player by modifying the game's transition function. By learning a model of each player to estimate her rewards, PGA managers can change the game's dynamics in a player-informed way. Following a formal definition of the components of the framework, we illustrate its versatility by using it to represent two existing adaptive systems: PaSSAGE, and Left 4 Dead's AI Director.\n \n","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1998 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"25","resultStr":"{\"title\":\"Procedural Game Adaptation: Framing Experience Management as Changing an MDP\",\"authors\":\"D. Thue, V. Bulitko\",\"doi\":\"10.1609/aiide.v8i2.12535\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n \\n In this paper, we present the Procedural Game Adaptation (PGA) framework, a designer-controlled way to change a game's dynamics during end-user play. We formalize a video game as a Markov Decision Process, and frame the problem as maximizing the reward of a given player by modifying the game's transition function. By learning a model of each player to estimate her rewards, PGA managers can change the game's dynamics in a player-informed way. Following a formal definition of the components of the framework, we illustrate its versatility by using it to represent two existing adaptive systems: PaSSAGE, and Left 4 Dead's AI Director.\\n \\n\",\"PeriodicalId\":249108,\"journal\":{\"name\":\"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment\",\"volume\":\"1998 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"25\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1609/aiide.v8i2.12535\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v8i2.12535","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Procedural Game Adaptation: Framing Experience Management as Changing an MDP
In this paper, we present the Procedural Game Adaptation (PGA) framework, a designer-controlled way to change a game's dynamics during end-user play. We formalize a video game as a Markov Decision Process, and frame the problem as maximizing the reward of a given player by modifying the game's transition function. By learning a model of each player to estimate her rewards, PGA managers can change the game's dynamics in a player-informed way. Following a formal definition of the components of the framework, we illustrate its versatility by using it to represent two existing adaptive systems: PaSSAGE, and Left 4 Dead's AI Director.