用挑战率(CR)衡量2D实时战略防线游戏的游戏难度

Christyowidiasmoro, Ramadhany Candra Arif Putra, Supeno Mardi Susiki
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引用次数: 2

摘要

即时战略(RTS)游戏是一种具有竞争环境的游戏,可以由玩家对抗玩家或非玩家角色(NPC)来玩。许多研究者创造了智能人工智能(AI)来给玩家带来挑战。但是为了检查AI是否处于合适的难度水平,我们需要使用一些方法去计算难度值。挑战率(CR)公式是使用RTS游戏中的基本元素作为参数的公式。本文制作了一个具有拟制难度等级的原型游戏,尝试用CR公式衡量难度值的能力。结果表明,所提出的难度等级可以使用CR公式来衡量,并且处于正确的状态。利用CR公式,每个能力等级的比较可以用来创造更多难度等级,并给出难度等级是否足够平衡的数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring level of difficulty in game using challenging rate (CR) on 2D Real time Strategy Line Defense game
Real-time Strategy (RTS) games is a game with competitive environment, that can be played by player versus player or non-player character (NPC). Many researcher create intelligent artificial intelligence (AI) to give challenge to the player. But to check if the AI is in the good level of difficulty, some approach needed to calculate the value of difficulty. Challenging rate (CR) formula is a formula that using basic element in RTS games as it's parameter. In this paper a prototype games with proposed level of difficulty was made to try the ability of CR formula to measure value of difficulty. The result is level of difficulty that is proposed can be measured using the CR formula and is on the right state. With CR formula, the comparison for each level of ability can be used to create more level of difficulty, and give data if the level of difficulty is balance enough or not.
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