开放性问题:可重复使用的玩法跟踪采样器

Adam M. Smith
{"title":"开放性问题:可重复使用的玩法跟踪采样器","authors":"Adam M. Smith","doi":"10.1609/aiide.v9i3.12595","DOIUrl":null,"url":null,"abstract":"\n \n We identify an open problem in game design assistance and automation: the development of reusable gameplay trace samplers. Inside many sophisticated content generators and design tools is a component that samples interesting and plausible sequences of player actions. Details and summary properties of these samples are used to assess generated content and to inform designers. As the development of this component is technically involved (sometimes comparable to making a second implementation of a game's mechanics), design tools often either make use of entirely custom, game-specific samplers or make due without the ability to sample interesting traces at all. This severely limits the population who could benefit from automation to those who are motivated to develop it for themselves. We propose the development of reusable samplers to ease the development of future design automation tools. This paper reviews several systems that demonstrate the availability of technology required by these samplers and the range of applications they may serve. It also sketches how future samplers might be architected. This proposal identifies one way for technical research to make progress on design automation challenges without making problematic assumptions about the nature of player behavior or designer intent. Filling in this missing infrastructure, we claim, will make the use of artificial intelligence in the design process more accessible and thus accelerate game design projects.\n \n","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"58 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Open Problem: Reusable Gameplay Trace Samplers\",\"authors\":\"Adam M. Smith\",\"doi\":\"10.1609/aiide.v9i3.12595\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n \\n We identify an open problem in game design assistance and automation: the development of reusable gameplay trace samplers. Inside many sophisticated content generators and design tools is a component that samples interesting and plausible sequences of player actions. Details and summary properties of these samples are used to assess generated content and to inform designers. As the development of this component is technically involved (sometimes comparable to making a second implementation of a game's mechanics), design tools often either make use of entirely custom, game-specific samplers or make due without the ability to sample interesting traces at all. This severely limits the population who could benefit from automation to those who are motivated to develop it for themselves. We propose the development of reusable samplers to ease the development of future design automation tools. This paper reviews several systems that demonstrate the availability of technology required by these samplers and the range of applications they may serve. It also sketches how future samplers might be architected. This proposal identifies one way for technical research to make progress on design automation challenges without making problematic assumptions about the nature of player behavior or designer intent. Filling in this missing infrastructure, we claim, will make the use of artificial intelligence in the design process more accessible and thus accelerate game design projects.\\n \\n\",\"PeriodicalId\":249108,\"journal\":{\"name\":\"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment\",\"volume\":\"58 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"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.v9i3.12595\",\"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.v9i3.12595","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9

摘要

我们确定了游戏设计辅助和自动化中的一个开放问题:开发可重复使用的游戏玩法跟踪采样器。在许多复杂的内容生成器和设计工具中都有一个组件,可以采样有趣且合理的玩家动作序列。这些样本的详细信息和摘要属性用于评估生成的内容并告知设计人员。由于这一组件的开发涉及技术层面(有时相当于制作游戏机制的第二次执行),所以设计工具通常要么使用完全自定义的游戏特定采样器,要么完全没有采样有趣痕迹的能力。这严重限制了那些能够从自动化中受益的人,只有那些有动机为自己开发自动化的人。我们建议开发可重复使用的采样器,以简化未来设计自动化工具的开发。本文回顾了几个系统,这些系统展示了这些采样器所需技术的可用性以及它们可能服务的应用范围。它还概述了未来采样器的架构。这一建议为技术研究指明了一种方法,即无需对玩家行为的本质或设计师意图做出有问题的假设,就能在设计自动化挑战方面取得进展。我们认为,填补这一缺失的基础设施将使人工智能在设计过程中的使用变得更容易,从而加速游戏设计项目。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Open Problem: Reusable Gameplay Trace Samplers
We identify an open problem in game design assistance and automation: the development of reusable gameplay trace samplers. Inside many sophisticated content generators and design tools is a component that samples interesting and plausible sequences of player actions. Details and summary properties of these samples are used to assess generated content and to inform designers. As the development of this component is technically involved (sometimes comparable to making a second implementation of a game's mechanics), design tools often either make use of entirely custom, game-specific samplers or make due without the ability to sample interesting traces at all. This severely limits the population who could benefit from automation to those who are motivated to develop it for themselves. We propose the development of reusable samplers to ease the development of future design automation tools. This paper reviews several systems that demonstrate the availability of technology required by these samplers and the range of applications they may serve. It also sketches how future samplers might be architected. This proposal identifies one way for technical research to make progress on design automation challenges without making problematic assumptions about the nature of player behavior or designer intent. Filling in this missing infrastructure, we claim, will make the use of artificial intelligence in the design process more accessible and thus accelerate game design projects.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信