BinG:基于出处的动态游戏平衡框架

Felipe Machado de Azeredo Figueira, Lucas Nascimento, José Ricardo da S. Junior, Troy C. Kohwalter, Leonardo Gresta Paulino Murta, E. Clua
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引用次数: 4

摘要

在导致玩家停止玩游戏的各种原因中,不适合他们技能的挑战所带来的挫败感可能是最关键的原因之一。除此之外,玩家的技能会随着时间的推移而提高,之前选择的难度等级可能会因为玩家的提高而变得不合适。这可能会降低玩家留存的动机,因为他们可能会因为简单的挑战而感到无聊,或者因为苛刻的难度而感到沮丧。在本文中,我们提出了一种基于收集到的来源数据的新方法,可以根据当前玩家的技能动态调整游戏的挑战。为此,我们开发了BinG,这是一个负责收集和处理数据来源的框架,允许开发游戏外部使用的不同平衡模型。BinG使用逻辑编程的概念来传递在游戏会话中观察到的事实和规则,允许在数据库上查询以了解发生了什么。此外,我们还使用了一款内部开发的游戏和通过BinG为该游戏定制的动态平衡模型进行研究。这项研究是由五名志愿者进行的,他们使用默认平衡和动态平衡来玩游戏。通过这个实验,我们发现在使用动态平衡时,最熟练的玩家与较不熟练的玩家的表现差异减少了近50%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
BinG: A Framework for Dynamic Game Balancing using Provenance
Among different reasons that can lead a player to stop playing a game, frustration due to challenges that do not fit to their skills may be one of the most critical. Besides that, the players’ skills improve along the time, and the previously selected difficulty level may become inappropriate due to the player’s improvement. This can result on decreasing the motivation for the player retention, as they could get bored because of the easy challenges or frustrated due to the harsh difficulty. In this paper, we propose a new approach based on gathered provenance data for dynamically tuning the game’s challenge according to the current player skills. To do so, we developed BinG, a framework responsible for collecting and processing data provenance, allowing for the development of different balancing models to be used externally by the game. BinG uses the concept of logical programming to deliver facts and rules observed during a game session, allowing querying over the database to understand what happened. Additionally, we conducted a study using a game developed in-house and a dynamic balancing model customized to that game through BinG. This study was performed with five volunteers, who played the game using the default balancing and our dynamic balancing. Through this experiment, we showed a performance discrepancy reduction of almost 50% for the most skilled player in relation to the less skillful player when using dynamic balancing.
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